AzerothCore 3.3.5a
OpenSource WoW Emulator
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GameObject Class Reference

#include "GameObject.h"

Inheritance diagram for GameObject:
WorldObject GridObject< GameObject > MovableMapObject Object WorldLocation Position Transport MotionTransport StaticTransport

Public Member Functions

 GameObject ()
 
 ~GameObject () override
 
void BuildValuesUpdate (uint8 updateType, ByteBuffer *data, Player *target) override
 
void AddToWorld () override
 
void RemoveFromWorld () override
 
void CleanupsBeforeDelete (bool finalCleanup=true) override
 
uint32 GetDynamicFlags () const override
 
void ReplaceAllDynamicFlags (uint32 flag) override
 
virtual bool Create (ObjectGuid::LowType guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const &rotation, uint32 animprogress, GOState go_state, uint32 artKit=0)
 
void Update (uint32 p_time) override
 
GameObjectTemplate const * GetGOInfo () const
 
GameObjectTemplateAddon const * GetTemplateAddon () const
 
GameObjectData const * GetGameObjectData () const
 
GameObjectValue const * GetGOValue () const
 
bool IsTransport () const
 
bool IsDestructibleBuilding () const
 
ObjectGuid::LowType GetSpawnId () const
 
void SetLocalRotationAngles (float z_rot, float y_rot, float x_rot)
 
void SetLocalRotation (G3D::Quat const &rot)
 
void SetTransportPathRotation (float qx, float qy, float qz, float qw)
 
G3D::Quat const & GetLocalRotation () const
 
int64 GetPackedLocalRotation () const
 
G3D::Quat GetWorldRotation () const
 
std::string const & GetNameForLocaleIdx (LocaleConstant locale_idx) const override
 
void SaveToDB (bool saveAddon=false)
 
void SaveToDB (uint32 mapid, uint8 spawnMask, uint32 phaseMask, bool saveAddon=false)
 
bool LoadFromDB (ObjectGuid::LowType guid, Map *map)
 
bool LoadGameObjectFromDB (ObjectGuid::LowType guid, Map *map, bool addToMap=true)
 
void DeleteFromDB ()
 
void SetOwnerGUID (ObjectGuid owner)
 
ObjectGuid GetOwnerGUID () const
 
UnitGetOwner () const
 
void SetSpellId (uint32 id)
 
uint32 GetSpellId () const
 
time_t GetRespawnTime () const
 
time_t GetRespawnTimeEx () const
 
void SetRespawnTime (int32 respawn)
 
void SetRespawnDelay (int32 respawn)
 
void Respawn ()
 
bool isSpawned () const
 
bool isSpawnedByDefault () const
 
void SetSpawnedByDefault (bool b)
 
uint32 GetRespawnDelay () const
 
void Refresh ()
 
void DespawnOrUnsummon (Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
 
void Delete ()
 
void GetFishLoot (Loot *loot, Player *loot_owner)
 
void GetFishLootJunk (Loot *loot, Player *loot_owner)
 
GameobjectTypes GetGoType () const
 
void SetGoType (GameobjectTypes type)
 
GOState GetGoState () const
 
void SetGoState (GOState state)
 
uint8 GetGoArtKit () const
 
void SetGoArtKit (uint8 artkit)
 
uint8 GetGoAnimProgress () const
 
void SetGoAnimProgress (uint8 animprogress)
 
void SetPhaseMask (uint32 newPhaseMask, bool update) override
 
void EnableCollision (bool enable)
 
GameObjectFlags GetGameObjectFlags () const
 
bool HasGameObjectFlag (GameObjectFlags flags) const
 
void SetGameObjectFlag (GameObjectFlags flags)
 
void RemoveGameObjectFlag (GameObjectFlags flags)
 
void ReplaceAllGameObjectFlags (GameObjectFlags flags)
 
void Use (Unit *user)
 
LootState getLootState () const
 
void SetLootState (LootState s, Unit *unit=nullptr)
 
uint16 GetLootMode () const
 
bool HasLootMode (uint16 lootMode) const
 
void SetLootMode (uint16 lootMode)
 
void AddLootMode (uint16 lootMode)
 
void RemoveLootMode (uint16 lootMode)
 
void ResetLootMode ()
 
void AddToSkillupList (ObjectGuid playerGuid)
 
bool IsInSkillupList (ObjectGuid playerGuid) const
 
void AddUniqueUse (Player *player)
 
void AddUse ()
 
uint32 GetUseCount () const
 
uint32 GetUniqueUseCount () const
 
void SaveRespawnTime () override
 
void SaveRespawnTime (uint32 forceDelay)
 
PlayerGetLootRecipient () const
 
GroupGetLootRecipientGroup () const
 
void SetLootRecipient (Creature *creature)
 
void SetLootRecipient (Map *map)
 
bool IsLootAllowedFor (Player const *player) const
 
bool HasLootRecipient () const
 
void SetLootGenerationTime ()
 
uint32 GetLootGenerationTime () const
 
GameObjectGetLinkedTrap ()
 
void SetLinkedTrap (GameObject *linkedTrap)
 
bool hasQuest (uint32 quest_id) const override
 
bool hasInvolvedQuest (uint32 quest_id) const override
 
bool ActivateToQuest (Player *target) const
 
void UseDoorOrButton (uint32 time_to_restore=0, bool alternative=false, Unit *user=nullptr)
 
void ResetDoorOrButton ()
 
void TriggeringLinkedGameObject (uint32 trapEntry, Unit *target)
 
bool IsNeverVisible () const override
 
bool IsAlwaysVisibleFor (WorldObject const *seer) const override
 
bool IsInvisibleDueToDespawn () const override
 
uint8 getLevelForTarget (WorldObject const *target) const override
 
GameObjectLookupFishingHoleAround (float range)
 
void CastSpell (Unit *target, uint32 spell)
 
void SendCustomAnim (uint32 anim)
 
bool IsInRange (float x, float y, float z, float radius) const
 
void ModifyHealth (int32 change, Unit *attackerOrHealer=nullptr, uint32 spellId=0)
 
void SetDestructibleBuildingModifyState (bool allow)
 
void SetDestructibleState (GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)
 
GameObjectDestructibleState GetDestructibleState () const
 
void EventInform (uint32 eventId)
 
virtual uint32 GetScriptId () const
 
GameObjectAIAI () const
 
std::string const & GetAIName () const
 
void SetDisplayId (uint32 displayid)
 
uint32 GetDisplayId () const
 
void GetRespawnPosition (float &x, float &y, float &z, float *ori=nullptr) const
 
void SetPosition (float x, float y, float z, float o)
 
void SetPosition (const Position &pos)
 
bool IsStaticTransport () const
 
bool IsMotionTransport () const
 
TransportToTransport ()
 
Transport const * ToTransport () const
 
StaticTransportToStaticTransport ()
 
StaticTransport const * ToStaticTransport () const
 
MotionTransportToMotionTransport ()
 
MotionTransport const * ToMotionTransport () const
 
float GetStationaryX () const override
 
float GetStationaryY () const override
 
float GetStationaryZ () const override
 
float GetStationaryO () const override
 
float GetInteractionDistance () const
 
void UpdateModelPosition ()
 
bool IsAtInteractDistance (Position const &pos, float radius) const
 
bool IsAtInteractDistance (Player const *player, SpellInfo const *spell=nullptr) const
 
bool IsWithinDistInMap (Player const *player) const
 
SpellInfo const * GetSpellForLock (Player const *player) const
 
bool ValidateGameobjectType () const
 
bool IsInstanceGameobject () const
 
uint8 GameobjectStateToInt (GOState *state) const
 
bool IsAllowedToSaveToDB () const
 
void AllowSaveToDB (bool enable)
 
void SaveStateToDB ()
 
std::string GetDebugInfo () const override
 
bool IsWithinDistInMap (WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
 
- Public Member Functions inherited from WorldObject
 ~WorldObject () override
 
virtual void Update (uint32)
 
void _Create (ObjectGuid::LowType guidlow, HighGuid guidhigh, uint32 phaseMask)
 
void AddToWorld () override
 
void RemoveFromWorld () override
 
void GetNearPoint2D (WorldObject const *searcher, float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) const
 
void GetNearPoint2D (float &x, float &y, float distance, float absAngle, Position const *startPos=nullptr) const
 
void GetNearPoint (WorldObject const *searcher, float &x, float &y, float &z, float searcher_size, float distance2d, float absAngle, float controlZ=0, Position const *startPos=nullptr) const
 
void GetVoidClosePoint (float &x, float &y, float &z, float size, float distance2d=0, float relAngle=0, float controlZ=0) const
 
bool GetClosePoint (float &x, float &y, float &z, float size, float distance2d=0, float angle=0, WorldObject const *forWho=nullptr, bool force=false) const
 
void MovePosition (Position &pos, float dist, float angle, bool disableWarning=false)
 
Position GetNearPosition (float dist, float angle, bool disableWarning=false)
 
void MovePositionToFirstCollision (Position &pos, float dist, float angle)
 
Position GetFirstCollisionPosition (float startX, float startY, float startZ, float destX, float destY)
 
Position GetFirstCollisionPosition (float destX, float destY, float destZ)
 
Position GetFirstCollisionPosition (float dist, float angle)
 
Position GetRandomNearPosition (float radius, bool disableWarning=false)
 
void GetContactPoint (WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
 
void GetChargeContactPoint (WorldObject const *obj, float &x, float &y, float &z, float distance2d=CONTACT_DISTANCE) const
 
float GetObjectSize () const
 
virtual float GetCombatReach () const
 
void UpdateGroundPositionZ (float x, float y, float &z) const
 
void UpdateAllowedPositionZ (float x, float y, float &z, float *groundZ=nullptr) const
 
void GetRandomPoint (const Position &srcPos, float distance, float &rand_x, float &rand_y, float &rand_z) const
 
Position GetRandomPoint (const Position &srcPos, float distance) const
 
uint32 GetInstanceId () const
 
virtual void SetPhaseMask (uint32 newPhaseMask, bool update)
 
uint32 GetPhaseMask () const
 
bool InSamePhase (WorldObject const *obj) const
 
bool InSamePhase (uint32 phasemask) const
 
uint32 GetZoneId () const
 
uint32 GetAreaId () const
 
void GetZoneAndAreaId (uint32 &zoneid, uint32 &areaid) const
 
bool IsOutdoors () const
 
LiquidData const & GetLiquidData () const
 
InstanceScriptGetInstanceScript () const
 
std::string const & GetName () const
 
void SetName (std::string const &newname)
 
virtual std::string const & GetNameForLocaleIdx (LocaleConstant) const
 
float GetDistance (WorldObject const *obj) const
 
float GetDistance (const Position &pos) const
 
float GetDistance (float x, float y, float z) const
 
float GetDistance2d (WorldObject const *obj) const
 
float GetDistance2d (float x, float y) const
 
float GetDistanceZ (WorldObject const *obj) const
 
bool IsSelfOrInSameMap (WorldObject const *obj) const
 
bool IsInMap (WorldObject const *obj) const
 
bool IsWithinDist3d (float x, float y, float z, float dist) const
 
bool IsWithinDist3d (const Position *pos, float dist) const
 
bool IsWithinDist2d (float x, float y, float dist) const
 
bool IsWithinDist2d (const Position *pos, float dist) const
 
bool IsWithinDist (WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
 
bool IsWithinDistInMap (WorldObject const *obj, float dist2compare, bool is3D=true, bool useBoundingRadius=true) const
 
bool IsWithinLOS (float x, float y, float z, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS) const
 
bool IsWithinLOSInMap (WorldObject const *obj, VMAP::ModelIgnoreFlags ignoreFlags=VMAP::ModelIgnoreFlags::Nothing, LineOfSightChecks checks=LINEOFSIGHT_ALL_CHECKS, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
Position GetHitSpherePointFor (Position const &dest, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
void GetHitSpherePointFor (Position const &dest, float &x, float &y, float &z, Optional< float > collisionHeight={ }, Optional< float > combatReach={ }) const
 
bool GetDistanceOrder (WorldObject const *obj1, WorldObject const *obj2, bool is3D=true) const
 
bool IsInRange (WorldObject const *obj, float minRange, float maxRange, bool is3D=true) const
 
bool IsInRange2d (float x, float y, float minRange, float maxRange) const
 
bool IsInRange3d (float x, float y, float z, float minRange, float maxRange) const
 
bool isInFront (WorldObject const *target, float arc=M_PI) const
 
bool isInBack (WorldObject const *target, float arc=M_PI) const
 
bool IsInBetween (WorldObject const *obj1, WorldObject const *obj2, float size=0) const
 
virtual void CleanupsBeforeDelete (bool finalCleanup=true)
 
virtual void SendMessageToSet (WorldPacket const *data, bool self) const
 
virtual void SendMessageToSetInRange (WorldPacket const *data, float dist, bool self) const
 
virtual void SendMessageToSet (WorldPacket const *data, Player const *skipped_rcvr) const
 
virtual uint8 getLevelForTarget (WorldObject const *) const
 
void PlayDistanceSound (uint32 sound_id, Player *target=nullptr)
 
void PlayDirectSound (uint32 sound_id, Player *target=nullptr)
 
void PlayRadiusSound (uint32 sound_id, float radius)
 
void PlayDirectMusic (uint32 music_id, Player *target=nullptr)
 
void PlayRadiusMusic (uint32 music_id, float radius)
 
void SendObjectDeSpawnAnim (ObjectGuid guid)
 
virtual void SaveRespawnTime ()
 
void AddObjectToRemoveList ()
 
float GetGridActivationRange () const
 
float GetVisibilityRange () const
 
virtual float GetSightRange (WorldObject const *target=nullptr) const
 
bool CanSeeOrDetect (WorldObject const *obj, bool ignoreStealth=false, bool distanceCheck=false, bool checkAlert=false) const
 
void SendPlayMusic (uint32 Music, bool OnlySelf)
 
virtual void SetMap (Map *map)
 
virtual void ResetMap ()
 
MapGetMap () const
 
MapFindMap () const
 
void SetZoneScript ()
 
void ClearZoneScript ()
 
ZoneScriptGetZoneScript () const
 
TempSummonSummonCreature (uint32 id, const Position &pos, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, uint32 vehId=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false) const
 
TempSummonSummonCreature (uint32 id, float x, float y, float z, float ang=0, TempSummonType spwtype=TEMPSUMMON_MANUAL_DESPAWN, uint32 despwtime=0, SummonPropertiesEntry const *properties=nullptr, bool visibleBySummonerOnly=false)
 
GameObjectSummonGameObject (uint32 entry, float x, float y, float z, float ang, float rotation0, float rotation1, float rotation2, float rotation3, uint32 respawnTime, bool checkTransport=true, GOSummonType summonType=GO_SUMMON_TIMED_OR_CORPSE_DESPAWN)
 
CreatureSummonTrigger (float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)
 
void SummonCreatureGroup (uint8 group, std::list< TempSummon * > *list=nullptr)
 
CreatureFindNearestCreature (uint32 entry, float range, bool alive=true) const
 
GameObjectFindNearestGameObject (uint32 entry, float range, bool onlySpawned=false) const
 
GameObjectFindNearestGameObjectOfType (GameobjectTypes type, float range) const
 
PlayerSelectNearestPlayer (float distance=0) const
 
void GetGameObjectListWithEntryInGrid (std::list< GameObject * > &lList, uint32 uiEntry, float fMaxSearchRange) const
 
void GetCreatureListWithEntryInGrid (std::list< Creature * > &lList, uint32 uiEntry, float fMaxSearchRange) const
 
void GetDeadCreatureListInGrid (std::list< Creature * > &lList, float maxSearchRange, bool alive=false) const
 
void DestroyForNearbyPlayers ()
 
virtual void UpdateObjectVisibility (bool forced=true, bool fromUpdate=false)
 
void BuildUpdate (UpdateDataMapType &data_map, UpdatePlayerSet &player_set) override
 
void GetCreaturesWithEntryInRange (std::list< Creature * > &creatureList, float radius, uint32 entry)
 
void SetPositionDataUpdate ()
 
void UpdatePositionData ()
 
void AddToObjectUpdate () override
 
void RemoveFromObjectUpdate () override
 
void AddToNotify (uint16 f)
 
void RemoveFromNotify (uint16 f)
 
bool isNeedNotify (uint16 f) const
 
uint16 GetNotifyFlags () const
 
bool NotifyExecuted (uint16 f) const
 
void SetNotified (uint16 f)
 
void ResetAllNotifies ()
 
bool isActiveObject () const
 
void setActive (bool isActiveObject)
 
bool IsFarVisible () const
 
bool IsVisibilityOverridden () const
 
void SetVisibilityDistanceOverride (VisibilityDistanceType type)
 
void SetWorldObject (bool apply)
 
bool IsPermanentWorldObject () const
 
bool IsWorldObject () const
 
bool IsInWintergrasp () const
 
TransportGetTransport () const
 
float GetTransOffsetX () const
 
float GetTransOffsetY () const
 
float GetTransOffsetZ () const
 
float GetTransOffsetO () const
 
uint32 GetTransTime () const
 
int8 GetTransSeat () const
 
virtual ObjectGuid GetTransGUID () const
 
void SetTransport (Transport *t)
 
virtual float GetStationaryX () const
 
virtual float GetStationaryY () const
 
virtual float GetStationaryZ () const
 
virtual float GetStationaryO () const
 
float GetMapWaterOrGroundLevel (float x, float y, float z, float *ground=nullptr) const
 
float GetMapHeight (float x, float y, float z, bool vmap=true, float distanceToSearch=50.0f) const
 
float GetFloorZ () const
 
float GetMinHeightInWater () const
 Get the minimum height of a object that should be in water to start floating/swim. More...
 
virtual float GetCollisionHeight () const
 
virtual float GetCollisionWidth () const
 
virtual float GetCollisionRadius () const
 
void AddAllowedLooter (ObjectGuid guid)
 
void ResetAllowedLooters ()
 
void SetAllowedLooters (GuidUnorderedSet const looters)
 
bool HasAllowedLooter (ObjectGuid guid) const
 
GuidUnorderedSet const & GetAllowedLooters () const
 
void RemoveAllowedLooter (ObjectGuid guid)
 
std::string GetDebugInfo () const override
 
- Public Member Functions inherited from Object
virtual ~Object ()
 
bool IsInWorld () const
 
virtual void AddToWorld ()
 
virtual void RemoveFromWorld ()
 
ObjectGuid GetGUID () const
 
PackedGuid const & GetPackGUID () const
 
uint32 GetEntry () const
 
void SetEntry (uint32 entry)
 
float GetObjectScale () const
 
virtual void SetObjectScale (float scale)
 
virtual uint32 GetDynamicFlags () const
 
bool HasDynamicFlag (uint32 flag) const
 
virtual void SetDynamicFlag (uint32 flag)
 
virtual void RemoveDynamicFlag (uint32 flag)
 
virtual void ReplaceAllDynamicFlags (uint32 flag)
 
TypeID GetTypeId () const
 
bool isType (uint16 mask) const
 
virtual void BuildCreateUpdateBlockForPlayer (UpdateData *data, Player *target)
 
void SendUpdateToPlayer (Player *player)
 
void BuildValuesUpdateBlockForPlayer (UpdateData *data, Player *target)
 
void BuildOutOfRangeUpdateBlock (UpdateData *data) const
 
void BuildMovementUpdateBlock (UpdateData *data, uint32 flags=0) const
 
virtual void DestroyForPlayer (Player *target, bool onDeath=false) const
 
int32 GetInt32Value (uint16 index) const
 
uint32 GetUInt32Value (uint16 index) const
 
uint64 GetUInt64Value (uint16 index) const
 
float GetFloatValue (uint16 index) const
 
uint8 GetByteValue (uint16 index, uint8 offset) const
 
uint16 GetUInt16Value (uint16 index, uint8 offset) const
 
ObjectGuid GetGuidValue (uint16 index) const
 
void SetInt32Value (uint16 index, int32 value)
 
void SetUInt32Value (uint16 index, uint32 value)
 
void UpdateUInt32Value (uint16 index, uint32 value)
 
void SetUInt64Value (uint16 index, uint64 value)
 
void SetFloatValue (uint16 index, float value)
 
void SetByteValue (uint16 index, uint8 offset, uint8 value)
 
void SetUInt16Value (uint16 index, uint8 offset, uint16 value)
 
void SetInt16Value (uint16 index, uint8 offset, int16 value)
 
void SetGuidValue (uint16 index, ObjectGuid value)
 
void SetStatFloatValue (uint16 index, float value)
 
void SetStatInt32Value (uint16 index, int32 value)
 
bool AddGuidValue (uint16 index, ObjectGuid value)
 
bool RemoveGuidValue (uint16 index, ObjectGuid value)
 
void ApplyModUInt32Value (uint16 index, int32 val, bool apply)
 
void ApplyModInt32Value (uint16 index, int32 val, bool apply)
 
void ApplyModUInt64Value (uint16 index, int32 val, bool apply)
 
void ApplyModPositiveFloatValue (uint16 index, float val, bool apply)
 
void ApplyModSignedFloatValue (uint16 index, float val, bool apply)
 
void ApplyPercentModFloatValue (uint16 index, float val, bool apply)
 
void SetFlag (uint16 index, uint32 newFlag)
 
void RemoveFlag (uint16 index, uint32 oldFlag)
 
void ToggleFlag (uint16 index, uint32 flag)
 
bool HasFlag (uint16 index, uint32 flag) const
 
void ApplyModFlag (uint16 index, uint32 flag, bool apply)
 
void SetByteFlag (uint16 index, uint8 offset, uint8 newFlag)
 
void RemoveByteFlag (uint16 index, uint8 offset, uint8 newFlag)
 
bool HasByteFlag (uint16 index, uint8 offset, uint8 flag) const
 
void SetFlag64 (uint16 index, uint64 newFlag)
 
void RemoveFlag64 (uint16 index, uint64 oldFlag)
 
void ToggleFlag64 (uint16 index, uint64 flag)
 
bool HasFlag64 (uint16 index, uint64 flag) const
 
void ApplyModFlag64 (uint16 index, uint64 flag, bool apply)
 
void ClearUpdateMask (bool remove)
 
uint16 GetValuesCount () const
 
virtual bool hasQuest (uint32) const
 
virtual bool hasInvolvedQuest (uint32) const
 
virtual void BuildUpdate (UpdateDataMapType &, UpdatePlayerSet &)
 
void BuildFieldsUpdate (Player *, UpdateDataMapType &)
 
void SetFieldNotifyFlag (uint16 flag)
 
void RemoveFieldNotifyFlag (uint16 flag)
 
void ForceValuesUpdateAtIndex (uint32)
 
bool IsPlayer () const
 
PlayerToPlayer ()
 
Player const * ToPlayer () const
 
bool IsCreature () const
 
CreatureToCreature ()
 
Creature const * ToCreature () const
 
bool IsUnit () const
 
UnitToUnit ()
 
Unit const * ToUnit () const
 
bool IsGameObject () const
 
GameObjectToGameObject ()
 
GameObject const * ToGameObject () const
 
bool IsCorpse () const
 
CorpseToCorpse ()
 
Corpse const * ToCorpse () const
 
bool IsDynamicObject () const
 
DynamicObjectToDynObject ()
 
DynamicObject const * ToDynObject () const
 
bool IsItem () const
 
virtual std::string GetDebugInfo () const
 
- Public Member Functions inherited from WorldLocation
 WorldLocation (uint32 _mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)
 
 WorldLocation (uint32 mapId, Position const &position)
 
void WorldRelocate (const WorldLocation &loc)
 
void WorldRelocate (uint32 mapId=MAPID_INVALID, float x=0.f, float y=0.f, float z=0.f, float o=0.f)
 
void SetMapId (uint32 mapId)
 
uint32 GetMapId () const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y) const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y, float &z) const
 
void GetWorldLocation (uint32 &mapId, float &x, float &y, float &z, float &o) const
 
void GetWorldLocation (WorldLocation *location) const
 
WorldLocation GetWorldLocation () const
 
std::string GetDebugInfo () const
 
- Public Member Functions inherited from Position
 Position (float x=0, float y=0, float z=0, float o=0)
 
 Position (Position const &loc)
 
 Position (Position &&)=default
 
Positionoperator= (const Position &)=default
 
Positionoperator= (Position &&)=default
 
bool operator== (Position const &a) const
 
bool operator!= (Position const &a)
 
 operator G3D::Vector3 () const
 
void Relocate (float x, float y)
 
void Relocate (float x, float y, float z)
 
void Relocate (float x, float y, float z, float orientation)
 
void Relocate (const Position &pos)
 
void Relocate (const Position *pos)
 
void RelocatePolarOffset (float angle, float dist, float z=0.0f)
 
void RelocateOffset (const Position &offset)
 
void SetOrientation (float orientation)
 
float GetPositionX () const
 
float GetPositionY () const
 
float GetPositionZ () const
 
float GetOrientation () const
 
void GetPosition (float &x, float &y) const
 
void GetPosition (float &x, float &y, float &z) const
 
void GetPosition (float &x, float &y, float &z, float &o) const
 
Position GetPosition () const
 
Position::PositionXYZStreamer PositionXYZStream ()
 
Position::PositionXYZOStreamer PositionXYZOStream ()
 
bool IsPositionValid () const
 
float GetExactDist2dSq (const float x, const float y) const
 
float GetExactDist2dSq (Position const &pos) const
 
float GetExactDist2dSq (Position const *pos) const
 
float GetExactDist2d (const float x, const float y) const
 
float GetExactDist2d (Position const &pos) const
 
float GetExactDist2d (Position const *pos) const
 
float GetExactDistSq (float x, float y, float z) const
 
float GetExactDistSq (Position const &pos) const
 
float GetExactDistSq (Position const *pos) const
 
float GetExactDist (float x, float y, float z) const
 
float GetExactDist (Position const &pos) const
 
float GetExactDist (Position const *pos) const
 
void GetPositionOffsetTo (const Position &endPos, Position &retOffset) const
 
Position GetPositionWithOffset (Position const &offset) const
 
float GetAngle (const Position *pos) const
 
float GetAngle (float x, float y) const
 
float GetAbsoluteAngle (float x, float y) const
 
float GetAbsoluteAngle (Position const &pos) const
 
float GetAbsoluteAngle (Position const *pos) const
 
float GetRelativeAngle (const Position *pos) const
 
float GetRelativeAngle (float x, float y) const
 
float ToAbsoluteAngle (float relAngle) const
 
void GetSinCos (float x, float y, float &vsin, float &vcos) const
 
bool IsInDist2d (float x, float y, float dist) const
 
bool IsInDist2d (const Position *pos, float dist) const
 
bool IsInDist (float x, float y, float z, float dist) const
 
bool IsInDist (const Position *pos, float dist) const
 
bool IsWithinBox (const Position &center, float xradius, float yradius, float zradius) const
 
bool HasInArc (float arcangle, const Position *pos, float targetRadius=0.0f) const
 
bool HasInLine (Position const *pos, float width) const
 
std::string ToString () const
 
- Public Member Functions inherited from GridObject< GameObject >
bool IsInGrid () const
 
void AddToGrid (GridRefMgr< GameObject > &m)
 
void RemoveFromGrid ()
 

Static Public Member Functions

static void SetGoArtKit (uint8 artkit, GameObject *go, ObjectGuid::LowType lowguid=0)
 
- Static Public Member Functions inherited from Object
static ObjectGuid GetGUID (Object const *o)
 
- Static Public Member Functions inherited from Position
static float NormalizeOrientation (float o)
 

Public Attributes

Loot loot
 
uint32 m_groupLootTimer
 
uint32 lootingGroupLowGUID
 
GameObjectModelm_model
 
- Public Attributes inherited from WorldObject
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPESm_stealth
 
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPESm_stealthDetect
 
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPESm_invisibility
 
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPESm_invisibilityDetect
 
FlaggedValuesArray32< int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPESm_serverSideVisibility
 
FlaggedValuesArray32< int32, uint32, ServerSideVisibilityType, TOTAL_SERVERSIDE_VISIBILITY_TYPESm_serverSideVisibilityDetect
 
uint32 LastUsedScriptID
 
MovementInfo m_movementInfo
 
ElunaEventProcessor * elunaEvents
 
- Public Attributes inherited from Object
DataMap CustomData
 
- Public Attributes inherited from WorldLocation
uint32 m_mapId
 
- Public Attributes inherited from Position
float m_positionX = 0
 
float m_positionY = 0
 
float m_positionZ = 0
 
float m_orientation = 0
 

Static Public Attributes

static std::unordered_map< int, goEventFlaggameObjectToEventFlag = { }
 

Protected Types

typedef std::map< uint32, ObjectGuidChairSlotAndUser
 

Protected Member Functions

bool AIM_Initialize ()
 
GameObjectModelCreateModel ()
 
void UpdateModel ()
 
- Protected Member Functions inherited from WorldObject
 WorldObject (bool isWorldObject)
 
virtual void ProcessPositionDataChanged (PositionFullTerrainStatus const &data)
 
void SetLocationMapId (uint32 _mapId)
 
void SetLocationInstanceId (uint32 _instanceId)
 
virtual bool IsNeverVisible () const
 
virtual bool IsAlwaysVisibleFor (WorldObject const *) const
 
virtual bool IsInvisibleDueToDespawn () const
 
virtual bool IsAlwaysDetectableFor (WorldObject const *) const
 
- Protected Member Functions inherited from Object
 Object ()
 
void _InitValues ()
 
void _Create (ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
 
std::string _ConcatFields (uint16 startIndex, uint16 size) const
 
bool _LoadIntoDataField (std::string const &data, uint32 startOffset, uint32 count)
 
uint32 GetUpdateFieldData (Player const *target, uint32 *&flags) const
 
void BuildMovementUpdate (ByteBuffer *data, uint16 flags) const
 
virtual void BuildValuesUpdate (uint8 updateType, ByteBuffer *data, Player *target)
 
virtual void AddToObjectUpdate ()=0
 
virtual void RemoveFromObjectUpdate ()=0
 
void AddToObjectUpdateIfNeeded ()
 
- Protected Member Functions inherited from MovableMapObject
 MovableMapObject ()=default
 

Protected Attributes

uint32 m_spellId
 
time_t m_respawnTime
 
uint32 m_respawnDelayTime
 
uint32 m_despawnDelay
 
Seconds m_despawnRespawnTime
 
Seconds m_restockTime
 
LootState m_lootState
 
bool m_spawnedByDefault
 
uint32 m_cooldownTime
 
std::unordered_map< ObjectGuid, int32m_SkillupList
 
ObjectGuid m_ritualOwnerGUID
 
GuidSet m_unique_users
 
uint32 m_usetimes
 
ChairSlotAndUser ChairListSlots
 
ObjectGuid::LowType m_spawnId
 For new or temporary gameobjects is 0 for saved it is lowguid. More...
 
GameObjectTemplate const * m_goInfo
 
GameObjectData const * m_goData
 
GameObjectValue m_goValue
 
bool m_allowModifyDestructibleBuilding
 
int64 m_packedRotation
 
G3D::Quat m_localRotation
 
Position m_stationaryPosition
 
ObjectGuid m_lootRecipient
 
ObjectGuid::LowType m_lootRecipientGroup
 
uint16 m_LootMode
 
uint32 m_lootGenerationTime
 
ObjectGuid m_linkedTrap
 
ObjectGuid _lootStateUnitGUID
 
- Protected Attributes inherited from WorldObject
std::string m_name
 
bool m_isActive
 
bool m_isFarVisible
 
Optional< float > m_visibilityDistanceOverride
 
const bool m_isWorldObject
 
ZoneScriptm_zoneScript
 
uint32 _zoneId
 
uint32 _areaId
 
float _floorZ
 
bool _outdoors
 
LiquidData _liquidData
 
bool _updatePositionData
 
Transportm_transport
 
- Protected Attributes inherited from Object
uint16 m_objectType
 
TypeID m_objectTypeId
 
uint16 m_updateFlag
 
union {
   int32 *   m_int32Values
 
   uint32 *   m_uint32Values
 
   float *   m_floatValues
 
}; 
 
UpdateMask _changesMask
 
uint16 m_valuesCount
 
uint16 _fieldNotifyFlags
 
bool m_objectUpdated
 

Private Member Functions

void CheckRitualList ()
 
void ClearRitualList ()
 
void RemoveFromOwner ()
 
void SwitchDoorOrButton (bool activate, bool alternative=false)
 
void UpdatePackedRotation ()
 
bool _IsWithinDist (WorldObject const *obj, float dist2compare, bool, bool) const override
 Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size. More...
 

Private Attributes

GameObjectAIm_AI
 
bool m_saveStateOnDb = false
 

Detailed Description

Member Typedef Documentation

◆ ChairSlotAndUser

typedef std::map<uint32, ObjectGuid> GameObject::ChairSlotAndUser
protected

Constructor & Destructor Documentation

◆ GameObject()

GameObject::GameObject ( )
explicit
41 : WorldObject(false), MovableMapObject(),
42 m_model(nullptr), m_goValue(), m_AI(nullptr)
43{
46
48
50 m_respawnTime = 0;
54 m_restockTime = 0s;
56 m_spawnedByDefault = true;
58 m_usetimes = 0;
59 m_spellId = 0;
61 m_goInfo = nullptr;
62 m_goData = nullptr;
64
65 m_spawnId = 0;
66
71
72 ResetLootMode(); // restore default loot mode
74 m_stationaryPosition.Relocate(0.0f, 0.0f, 0.0f, 0.0f);
75}
@ GO_NOT_READY
Definition: GameObject.h:111
@ UPDATEFLAG_ROTATION
Definition: UpdateData.h:48
@ UPDATEFLAG_POSITION
Definition: UpdateData.h:47
@ UPDATEFLAG_LOWGUID
Definition: UpdateData.h:43
@ UPDATEFLAG_STATIONARY_POSITION
Definition: UpdateData.h:45
@ GAMEOBJECT_END
Definition: UpdateFields.h:405
@ TYPEID_GAMEOBJECT
Definition: ObjectGuid.h:37
@ TYPEMASK_GAMEOBJECT
Definition: ObjectGuid.h:51
Loot loot
Definition: GameObject.h:248
GameObjectValue m_goValue
Definition: GameObject.h:393
time_t m_respawnTime
Definition: GameObject.h:372
GameObjectData const * m_goData
Definition: GameObject.h:392
int64 m_packedRotation
Definition: GameObject.h:396
Position m_stationaryPosition
Definition: GameObject.h:398
bool m_allowModifyDestructibleBuilding
Definition: GameObject.h:394
uint32 m_cooldownTime
Definition: GameObject.h:379
uint32 m_spellId
Definition: GameObject.h:371
uint32 m_respawnDelayTime
Definition: GameObject.h:373
void ResetLootMode()
Definition: GameObject.h:234
uint32 m_despawnDelay
Definition: GameObject.h:374
Seconds m_despawnRespawnTime
Definition: GameObject.h:375
ObjectGuid::LowType m_lootRecipientGroup
Definition: GameObject.h:401
GameObjectAI * m_AI
Definition: GameObject.h:423
GameObjectModel * m_model
Definition: GameObject.h:313
GameObjectTemplate const * m_goInfo
Definition: GameObject.h:391
ObjectGuid::LowType m_spawnId
For new or temporary gameobjects is 0 for saved it is lowguid.
Definition: GameObject.h:390
uint32 m_groupLootTimer
Definition: GameObject.h:256
uint32 lootingGroupLowGUID
Definition: GameObject.h:257
bool m_spawnedByDefault
Definition: GameObject.h:378
LootState m_lootState
Definition: GameObject.h:377
Seconds m_restockTime
Definition: GameObject.h:376
uint32 m_usetimes
Definition: GameObject.h:385
uint32 m_lootGenerationTime
Definition: GameObject.h:403
uint16 m_objectType
Definition: Object.h:240
uint16 m_valuesCount
Definition: Object.h:254
uint16 m_updateFlag
Definition: Object.h:243
TypeID m_objectTypeId
Definition: Object.h:242
MovableMapObject()=default
Definition: Object.h:405
void Relocate(float x, float y)
Definition: Position.h:73
GameObject * sourceGameObject
Definition: LootMgr.h:331

References GAMEOBJECT_END, GO_NOT_READY, loot, lootingGroupLowGUID, m_allowModifyDestructibleBuilding, m_cooldownTime, m_despawnDelay, m_despawnRespawnTime, m_goData, m_goInfo, m_groupLootTimer, m_lootGenerationTime, m_lootRecipientGroup, m_lootState, Object::m_objectType, Object::m_objectTypeId, m_packedRotation, m_respawnDelayTime, m_respawnTime, m_restockTime, m_spawnedByDefault, m_spawnId, m_spellId, m_stationaryPosition, Object::m_updateFlag, m_usetimes, Object::m_valuesCount, Position::Relocate(), ResetLootMode(), Loot::sourceGameObject, TYPEID_GAMEOBJECT, TYPEMASK_GAMEOBJECT, UPDATEFLAG_LOWGUID, UPDATEFLAG_POSITION, UPDATEFLAG_ROTATION, and UPDATEFLAG_STATIONARY_POSITION.

Referenced by Create(), and MotionTransport::CreateGOPassenger().

◆ ~GameObject()

GameObject::~GameObject ( )
override
78{
79 delete m_AI;
80 delete m_model;
81 //if (m_uint32Values) // field array can be not exist if GameOBject not loaded
82 // CleanupsBeforeDelete();
83}

References m_AI, and m_model.

Member Function Documentation

◆ _IsWithinDist()

bool GameObject::_IsWithinDist ( WorldObject const *  obj,
float  dist2compare,
bool  ,
bool   
) const
inlineoverrideprivatevirtual

Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size.

Following check does check 3d distance

Reimplemented from WorldObject.

418 {
420 dist2compare += obj->GetObjectSize();
421 return IsInRange(obj->GetPositionX(), obj->GetPositionY(), obj->GetPositionZ(), dist2compare);
422 }
bool IsInRange(float x, float y, float z, float radius) const
Definition: GameObject.cpp:2158

References WorldObject::GetObjectSize(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), and IsInRange().

◆ ActivateToQuest()

bool GameObject::ActivateToQuest ( Player target) const
1328{
1329 if (target->HasQuestForGO(GetEntry()))
1330 return true;
1331
1332 if (!GetGOInfo()->IsGameObjectForQuests())
1333 return false;
1334
1335 switch (GetGoType())
1336 {
1338 {
1339 GameObject* go = const_cast<GameObject*>(this);
1340 QuestGiverStatus questStatus = target->GetQuestDialogStatus(go);
1341 if (questStatus > DIALOG_STATUS_UNAVAILABLE)
1342 return true;
1343 break;
1344 }
1346 {
1347 // scan GO chest with loot including quest items
1349 {
1350 //TODO: fix this hack
1351 //look for battlegroundAV for some objects which are only activated after mine gots captured by own team
1353 if (Battleground* bg = target->GetBattleground())
1354 if (bg->GetBgTypeID(true) == BATTLEGROUND_AV && !bg->ToBattlegroundAV()->PlayerCanDoMineQuest(GetEntry(), target->GetTeamId()))
1355 return false;
1356 return true;
1357 }
1358 break;
1359 }
1361 {
1362 if (GetGOInfo()->_generic.questID == -1 || target->GetQuestStatus(GetGOInfo()->_generic.questID) == QUEST_STATUS_INCOMPLETE)
1363 return true;
1364 break;
1365 }
1367 {
1368 if (GetGOInfo()->spellFocus.questID > 0 && target->GetQuestStatus(GetGOInfo()->spellFocus.questID) == QUEST_STATUS_INCOMPLETE)
1369 return true;
1370 break;
1371 }
1373 {
1374 if (GetGOInfo()->goober.questId == -1 || target->GetQuestStatus(GetGOInfo()->goober.questId) == QUEST_STATUS_INCOMPLETE)
1375 return true;
1376 break;
1377 }
1378 default:
1379 break;
1380 }
1381
1382 return false;
1383}
LootStore LootTemplates_Gameobject("gameobject_loot_template", "gameobject entry", true)
@ BG_AV_OBJECTID_MINE_N
Definition: BattlegroundAV.h:160
@ BG_AV_OBJECTID_MINE_S
Definition: BattlegroundAV.h:161
QuestGiverStatus
Definition: QuestDef.h:111
@ DIALOG_STATUS_UNAVAILABLE
Definition: QuestDef.h:113
@ QUEST_STATUS_INCOMPLETE
Definition: QuestDef.h:103
@ GAMEOBJECT_TYPE_SPELL_FOCUS
Definition: SharedDefines.h:1568
@ GAMEOBJECT_TYPE_GENERIC
Definition: SharedDefines.h:1565
@ GAMEOBJECT_TYPE_CHEST
Definition: SharedDefines.h:1563
@ GAMEOBJECT_TYPE_QUESTGIVER
Definition: SharedDefines.h:1562
@ GAMEOBJECT_TYPE_GOOBER
Definition: SharedDefines.h:1570
@ BATTLEGROUND_AV
Definition: SharedDefines.h:3481
Definition: Battleground.h:303
Definition: GameObject.h:121
GameObjectTemplate const * GetGOInfo() const
Definition: GameObject.h:137
GameobjectTypes GetGoType() const
Definition: GameObject.h:204
struct GameObjectTemplate::@227::@233 _generic
int32 questID
Definition: GameObjectData.h:110
struct GameObjectTemplate::@227::@236 spellFocus
uint32 questId
Definition: GameObjectData.h:91
struct GameObjectTemplate::@227::@238 goober
uint32 GetEntry() const
Definition: Object.h:112
bool HasQuestForGO(int32 GOId) const
Definition: Player.cpp:12381
TeamId GetTeamId(bool original=false) const
Definition: Player.h:2090
QuestGiverStatus GetQuestDialogStatus(Object *questGiver)
Definition: PlayerQuest.cpp:1589
Battleground * GetBattleground(bool create=false) const
Definition: Player.cpp:12195
QuestStatus GetQuestStatus(uint32 quest_id) const
Definition: PlayerQuest.cpp:1424
bool HaveQuestLootForPlayer(uint32 loot_id, Player const *player) const
Definition: LootMgr.cpp:227

References GameObjectTemplate::_generic, BATTLEGROUND_AV, BG_AV_OBJECTID_MINE_N, BG_AV_OBJECTID_MINE_S, DIALOG_STATUS_UNAVAILABLE, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_GENERIC, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELL_FOCUS, Player::GetBattleground(), Object::GetEntry(), GetGOInfo(), GetGoType(), Player::GetQuestDialogStatus(), Player::GetQuestStatus(), Player::GetTeamId(), GameObjectTemplate::goober, Player::HasQuestForGO(), LootStore::HaveQuestLootForPlayer(), LootTemplates_Gameobject, QUEST_STATUS_INCOMPLETE, GameObjectTemplate::questId, GameObjectTemplate::questID, and GameObjectTemplate::spellFocus.

Referenced by BuildValuesUpdate().

◆ AddLootMode()

void GameObject::AddLootMode ( uint16  lootMode)
inline
232{ m_LootMode |= lootMode; }
uint16 m_LootMode
Definition: GameObject.h:402

References m_LootMode.

◆ AddToSkillupList()

void GameObject::AddToSkillupList ( ObjectGuid  playerGuid)
3069{
3070 int32 timer = GetMap()->IsDungeon() ? -1 : 10 * MINUTE * IN_MILLISECONDS;
3071 m_SkillupList[playerGuid] = timer;
3072}
constexpr auto IN_MILLISECONDS
Definition: Common.h:53
constexpr auto MINUTE
Definition: Common.h:47
std::int32_t int32
Definition: Define.h:103
std::unordered_map< ObjectGuid, int32 > m_SkillupList
Definition: GameObject.h:381
Map * GetMap() const
Definition: Object.h:531
bool IsDungeon() const
Definition: Map.h:448

References WorldObject::GetMap(), IN_MILLISECONDS, Map::IsDungeon(), m_SkillupList, and MINUTE.

Referenced by Spell::EffectOpenLock().

◆ AddToWorld()

void GameObject::AddToWorld ( )
overridevirtual
  • Register the gameobject for guid lookup

Reimplemented from Object.

141{
143 if (!IsInWorld())
144 {
145 if (m_zoneScript)
147
149 if (m_spawnId)
150 GetMap()->GetGameObjectBySpawnIdStore().insert(std::make_pair(m_spawnId, this));
151
152 if (m_model)
153 {
156 }
157
158 EnableCollision(GetGoState() == GO_STATE_READY || IsTransport()); // pussywizard: this startOpen is unneeded here, collision depends entirely on GOState
159
161
163
164 sScriptMgr->OnGameObjectAddWorld(this);
165 }
166}
#define sScriptMgr
Definition: ScriptMgr.h:708
@ GO_STATE_READY
Definition: GameObjectData.h:690
bool UpdatePosition()
Definition: GameObjectModel.cpp:269
bool Insert(KEY_TYPE const &handle, SPECIFIC_TYPE *obj)
Definition: TypeContainer.h:133
GOState GetGoState() const
Definition: GameObject.h:206
void EnableCollision(bool enable)
Definition: GameObject.cpp:2604
bool IsTransport() const
Definition: GameObject.cpp:1226
bool IsInWorld() const
Definition: Object.h:104
ObjectGuid GetGUID() const
Definition: Object.h:110
void AddToWorld() override
Definition: Object.cpp:1176
ZoneScript * m_zoneScript
Definition: Object.h:643
ObjectGuid sourceWorldObjectGUID
Definition: LootMgr.h:330
MapStoredObjectTypesContainer & GetObjectsStore()
Definition: Map.h:517
GameObjectBySpawnIdContainer & GetGameObjectBySpawnIdStore()
Definition: Map.h:523
void InsertGameObjectModel(const GameObjectModel &model)
Definition: Map.h:561
virtual void OnGameObjectCreate(GameObject *)
Definition: ZoneScript.h:38

References WorldObject::AddToWorld(), EnableCollision(), Map::GetGameObjectBySpawnIdStore(), GetGoState(), Object::GetGUID(), WorldObject::GetMap(), Map::GetObjectsStore(), GO_STATE_READY, TypeUnorderedMapContainer< OBJECT_TYPES, KEY_TYPE >::Insert(), Map::InsertGameObjectModel(), Object::IsInWorld(), IsTransport(), loot, m_model, m_spawnId, WorldObject::m_zoneScript, ZoneScript::OnGameObjectCreate(), Loot::sourceWorldObjectGUID, sScriptMgr, and GameObjectModel::UpdatePosition().

Referenced by AddObjectHelper(), and Map::AddToMap().

◆ AddUniqueUse()

void GameObject::AddUniqueUse ( Player player)
928{
929 AddUse();
930 m_unique_users.insert(player->GetGUID());
931}
void AddUse()
Definition: GameObject.h:240
GuidSet m_unique_users
Definition: GameObject.h:384
static ObjectGuid GetGUID(Object const *o)
Definition: Object.h:109

References AddUse(), Object::GetGUID(), and m_unique_users.

Referenced by Spell::EffectTransmitted(), and Use().

◆ AddUse()

◆ AI()

◆ AIM_Initialize()

bool GameObject::AIM_Initialize ( )
protected
86{
87 if (m_AI)
88 delete m_AI;
89
91
92 if (!m_AI)
93 return false;
94
96 return true;
97}
GameObjectAI * SelectGameObjectAI(GameObject *go)
Definition: CreatureAISelector.cpp:102
virtual void InitializeAI()
Definition: GameObjectAI.h:43

References GameObjectAI::InitializeAI(), m_AI, and FactorySelector::SelectGameObjectAI().

Referenced by Create(), StaticTransport::Create(), MotionTransport::Update(), and Update().

◆ AllowSaveToDB()

◆ BuildValuesUpdate()

void GameObject::BuildValuesUpdate ( uint8  updateType,
ByteBuffer data,
Player target 
)
overridevirtual

Reimplemented from Object.

2741{
2742 if (!target)
2743 return;
2744
2746 bool targetIsGM = target->IsGameMaster() && target->GetSession()->IsGMAccount();
2747
2748 ByteBuffer fieldBuffer;
2749
2750 UpdateMask updateMask;
2751 updateMask.SetCount(m_valuesCount);
2752
2754 uint32 visibleFlag = UF_FLAG_PUBLIC;
2755 if (GetOwnerGUID() == target->GetGUID())
2756 visibleFlag |= UF_FLAG_OWNER;
2757
2758 for (uint16 index = 0; index < m_valuesCount; ++index)
2759 {
2760 if (_fieldNotifyFlags & flags[index] ||
2761 ((updateType == UPDATETYPE_VALUES ? _changesMask.GetBit(index) : m_uint32Values[index]) && (flags[index] & visibleFlag)) ||
2762 (index == GAMEOBJECT_FLAGS && forcedFlags))
2763 {
2764 updateMask.SetBit(index);
2765
2766 if (index == GAMEOBJECT_DYNAMIC)
2767 {
2768 uint16 dynFlags = 0;
2769 int16 pathProgress = -1;
2770 switch (GetGoType())
2771 {
2773 if (ActivateToQuest(target))
2774 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2775 break;
2778 if (ActivateToQuest(target))
2779 {
2780 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2781 if (sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2782 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2783 }
2784 else if (targetIsGM)
2785 dynFlags |= GO_DYNFLAG_LO_ACTIVATE;
2786 break;
2789 if (ActivateToQuest(target) && sWorld->getBoolConfig(CONFIG_OBJECT_SPARKLES))
2790 dynFlags |= GO_DYNFLAG_LO_SPARKLE;
2791 break;
2793 if (const StaticTransport* t = ToStaticTransport())
2794 if (t->GetPauseTime())
2795 {
2796 if (GetGoState() == GO_STATE_READY)
2797 {
2798 if (t->GetPathProgress() >= t->GetPauseTime()) // if not, send 100% progress
2799 pathProgress = int16(float(t->GetPathProgress() - t->GetPauseTime()) / float(t->GetPeriod() - t->GetPauseTime()) * 65535.0f);
2800 }
2801 else
2802 {
2803 if (t->GetPathProgress() <= t->GetPauseTime()) // if not, send 100% progress
2804 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPauseTime()) * 65535.0f);
2805 }
2806 }
2807 // else it's ignored
2808 break;
2810 if (const MotionTransport* t = ToMotionTransport())
2811 pathProgress = int16(float(t->GetPathProgress()) / float(t->GetPeriod()) * 65535.0f);
2812 break;
2813 default:
2814 break;
2815 }
2816
2817 fieldBuffer << uint16(dynFlags);
2818 fieldBuffer << int16(pathProgress);
2819 }
2820 else if (index == GAMEOBJECT_FLAGS)
2821 {
2824 {
2826 }
2827
2828 fieldBuffer << goFlags;
2829 }
2830 else
2831 fieldBuffer << m_uint32Values[index]; // other cases
2832 }
2833 }
2834
2835 *data << uint8(updateMask.GetBlockCount());
2836 updateMask.AppendToPacket(data);
2837 data->append(fieldBuffer);
2838}
std::uint8_t uint8
Definition: Define.h:109
std::uint32_t uint32
Definition: Define.h:107
std::uint16_t uint16
Definition: Define.h:108
std::int16_t int16
Definition: Define.h:104
@ CONFIG_OBJECT_SPARKLES
Definition: IWorld.h:178
@ UF_FLAG_PUBLIC
Definition: UpdateFieldFlags.h:27
@ UF_FLAG_OWNER
Definition: UpdateFieldFlags.h:29
@ UPDATETYPE_VALUES
Definition: UpdateData.h:28
@ GAMEOBJECT_DYNAMIC
Definition: UpdateFields.h:401
@ GAMEOBJECT_FLAGS
Definition: UpdateFields.h:399
uint32 GameObjectUpdateFieldFlags[GAMEOBJECT_END]
Definition: UpdateFieldFlags.cpp:1492
@ GAMEOBJECT_TYPE_MO_TRANSPORT
Definition: SharedDefines.h:1575
@ GAMEOBJECT_TYPE_TRANSPORT
Definition: SharedDefines.h:1571
@ GO_DYNFLAG_LO_ACTIVATE
Definition: SharedDefines.h:1618
@ GO_DYNFLAG_LO_SPARKLE
Definition: SharedDefines.h:1621
@ GO_FLAG_NOT_SELECTABLE
Definition: SharedDefines.h:1607
@ GO_FLAG_LOCKED
Definition: SharedDefines.h:1604
#define sWorld
Definition: World.h:443
MotionTransport * ToMotionTransport()
Definition: GameObject.h:328
bool HasLootRecipient() const
Definition: GameObject.h:255
ObjectGuid GetOwnerGUID() const
Definition: GameObject.h:174
bool ActivateToQuest(Player *target) const
Definition: GameObject.cpp:1327
bool IsLootAllowedFor(Player const *player) const
Definition: GameObject.cpp:2702
StaticTransport * ToStaticTransport()
Definition: GameObject.h:325
struct GameObjectTemplate::@227::@232 chest
uint32 groupLootRules
Definition: GameObjectData.h:98
uint16 _fieldNotifyFlags
Definition: Object.h:256
UpdateMask _changesMask
Definition: Object.h:252
uint32 * m_uint32Values
Definition: Object.h:248
Definition: UpdateMask.h:25
uint32 GetBlockCount() const
Definition: UpdateMask.h:62
bool GetBit(uint32 index) const
Definition: UpdateMask.h:47
void SetCount(uint32 valuesCount)
Definition: UpdateMask.h:65
void SetBit(uint32 index)
Definition: UpdateMask.h:45
void AppendToPacket(ByteBuffer *data)
Definition: UpdateMask.h:49
WorldSession * GetSession() const
Definition: Player.h:1980
bool IsGameMaster() const
Definition: Player.h:1158
Definition: Transport.h:48
Definition: Transport.h:112
bool IsGMAccount() const
Definition: WorldSession.cpp:181
Definition: ByteBuffer.h:70
void append(T value)
Definition: ByteBuffer.h:129

References Object::_changesMask, Object::_fieldNotifyFlags, ActivateToQuest(), ByteBuffer::append(), UpdateMask::AppendToPacket(), GameObjectTemplate::chest, CONFIG_OBJECT_SPARKLES, GAMEOBJECT_DYNAMIC, GAMEOBJECT_FLAGS, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_GENERIC, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_MO_TRANSPORT, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELL_FOCUS, GAMEOBJECT_TYPE_TRANSPORT, GameObjectUpdateFieldFlags, UpdateMask::GetBit(), UpdateMask::GetBlockCount(), GetGOInfo(), GetGoState(), GetGoType(), Object::GetGUID(), GetOwnerGUID(), Player::GetSession(), GO_DYNFLAG_LO_ACTIVATE, GO_DYNFLAG_LO_SPARKLE, GO_FLAG_LOCKED, GO_FLAG_NOT_SELECTABLE, GO_STATE_READY, GameObjectTemplate::groupLootRules, HasLootRecipient(), Player::IsGameMaster(), WorldSession::IsGMAccount(), IsLootAllowedFor(), Object::m_uint32Values, Object::m_valuesCount, UpdateMask::SetBit(), UpdateMask::SetCount(), sWorld, ToMotionTransport(), ToStaticTransport(), UF_FLAG_OWNER, UF_FLAG_PUBLIC, and UPDATETYPE_VALUES.

◆ CastSpell()

void GameObject::CastSpell ( Unit target,
uint32  spell 
)
2086{
2087 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2088 if (!spellInfo)
2089 return;
2090
2091 bool self = true;
2092 for (uint8 i = 0; i < MAX_SPELL_EFFECTS; ++i)
2093 {
2094 if (spellInfo->Effects[i].TargetA.GetReferenceType() != TARGET_REFERENCE_TYPE_CASTER || spellInfo->Effects[i].TargetB.GetTarget())
2095 {
2096 self = false;
2097 break;
2098 }
2099 }
2100
2101 if (self && target && target->GetGUID() != GetGUID())
2102 {
2103 target->CastSpell(target, spellInfo, true);
2104 return;
2105 }
2106
2107 //summon world trigger
2108 Creature* trigger = SummonTrigger(GetPositionX(), GetPositionY(), GetPositionZ(), 0, spellInfo->CalcCastTime() + 2000, true);
2109 if (!trigger)
2110 return;
2111
2112 if (Unit* owner = GetOwner())
2113 {
2114 trigger->SetLevel(owner->GetLevel(), false);
2115 trigger->SetFaction(owner->GetFaction());
2116 // needed for GO casts for proper target validation checks
2117 trigger->SetOwnerGUID(owner->GetGUID());
2118 // xinef: fixes some duel bugs with traps]
2119 if (owner->HasUnitFlag(UNIT_FLAG_PLAYER_CONTROLLED))
2121 if (owner->IsFFAPvP())
2122 {
2124 {
2125 sScriptMgr->OnFfaPvpStateUpdate(trigger, true);
2127 }
2128
2129 }
2130 // xinef: Remove Immunity flags
2131 trigger->SetImmuneToNPC(false);
2132 // xinef: set proper orientation, fixes cast against stealthed targets
2133 if (target)
2134 trigger->SetInFront(target);
2135 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, owner->GetGUID());
2136 }
2137 else
2138 {
2139 // xinef: set faction of gameobject, if no faction - assume hostile
2140 trigger->SetFaction(GetTemplateAddon() && GetTemplateAddon()->faction ? GetTemplateAddon()->faction : 14);
2141 // Set owner guid for target if no owner availble - needed by trigger auras
2142 // - trigger gets despawned and there's no caster avalible (see AuraEffect::TriggerSpell())
2143 // xinef: set proper orientation, fixes cast against stealthed targets
2144 if (target)
2145 trigger->SetInFront(target);
2146 trigger->CastSpell(target ? target : trigger, spellInfo, true, 0, 0, target ? target->GetGUID() : ObjectGuid::Empty);
2147 }
2148}
@ TARGET_REFERENCE_TYPE_CASTER
Definition: SpellInfo.h:89
#define sSpellMgr
Definition: SpellMgr.h:825
@ UNIT_BYTE2_FLAG_FFA_PVP
Definition: UnitDefines.h:117
@ UNIT_FLAG_PLAYER_CONTROLLED
Definition: UnitDefines.h:232
@ UNIT_FIELD_BYTES_2
Definition: UpdateFields.h:161
#define MAX_SPELL_EFFECTS
Definition: DBCStructure.h:1636
Definition: Creature.h:46
Unit * GetOwner() const
Definition: GameObject.cpp:1238
GameObjectTemplateAddon const * GetTemplateAddon() const
Definition: GameObject.cpp:912
bool HasByteFlag(uint16 index, uint8 offset, uint8 flag) const
Definition: Object.cpp:949
void SetByteFlag(uint16 index, uint8 offset, uint8 newFlag)
Definition: Object.cpp:911
Creature * SummonTrigger(float x, float y, float z, float ang, uint32 dur, bool setLevel=false, CreatureAI *(*GetAI)(Creature *)=nullptr)
Definition: Object.cpp:2404
static ObjectGuid const Empty
Definition: ObjectGuid.h:120
float GetPositionZ() const
Definition: Position.h:119
float GetPositionX() const
Definition: Position.h:117
float GetPositionY() const
Definition: Position.h:118
Definition: Unit.h:630
void SetFaction(uint32 faction)
Definition: Unit.cpp:10047
void SetImmuneToNPC(bool apply, bool keepCombat=false)
Definition: Unit.cpp:13606
void SetLevel(uint8 lvl, bool showLevelChange=true)
Definition: Unit.cpp:15446
SpellCastResult CastSpell(SpellCastTargets const &targets, SpellInfo const *spellInfo, CustomSpellValues const *value, TriggerCastFlags triggerFlags=TRIGGERED_NONE, Item *castItem=nullptr, AuraEffect const *triggeredByAura=nullptr, ObjectGuid originalCaster=ObjectGuid::Empty)
Definition: Unit.cpp:1167
void SetOwnerGUID(ObjectGuid owner)
Definition: Unit.cpp:10564
void SetUnitFlag(UnitFlags flags)
UnitFlags available in UnitDefines.h.
Definition: Unit.h:683
void SetInFront(WorldObject const *target)
Definition: Unit.cpp:20508
Definition: SpellInfo.h:316
std::array< SpellEffectInfo, MAX_SPELL_EFFECTS > Effects
Definition: SpellInfo.h:393
uint32 CalcCastTime(Unit *caster=nullptr, Spell *spell=nullptr) const
Definition: SpellInfo.cpp:2351

References SpellInfo::CalcCastTime(), Unit::CastSpell(), SpellInfo::Effects, ObjectGuid::Empty, Object::GetGUID(), GetOwner(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GetTemplateAddon(), Object::HasByteFlag(), MAX_SPELL_EFFECTS, Object::SetByteFlag(), Unit::SetFaction(), Unit::SetImmuneToNPC(), Unit::SetInFront(), Unit::SetLevel(), Unit::SetOwnerGUID(), Unit::SetUnitFlag(), sScriptMgr, sSpellMgr, WorldObject::SummonTrigger(), TARGET_REFERENCE_TYPE_CASTER, UNIT_BYTE2_FLAG_FFA_PVP, UNIT_FIELD_BYTES_2, and UNIT_FLAG_PLAYER_CONTROLLED.

Referenced by npc_midsummer_ribbon_pole_target::DoFlameCircleChecks(), instance_onyxias_lair::instance_onyxias_lair_InstanceMapScript::OnGameObjectCreate(), go_harpoon_canon::OnGossipHello(), SmartScript::ProcessAction(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), npc_deaths_door_fell_cannon_target_bunny::npc_deaths_door_fell_cannon_target_bunnyAI::SpellHit(), Update(), go_suppression_device::go_suppression_deviceAI::UpdateAI(), go_witherbark_totem_bundle::go_witherbark_totem_bundleAI::UpdateAI(), and Use().

◆ CheckRitualList()

void GameObject::CheckRitualList ( )
private
202{
203 if (m_unique_users.empty())
204 return;
205
207 if (!animSpell)
208 animSpell = GetSpellId();
209
210 for (GuidSet::iterator itr = m_unique_users.begin(); itr != m_unique_users.end();)
211 {
212 if (*itr == GetOwnerGUID())
213 {
214 ++itr;
215 continue;
216 }
217
218 bool erase = true;
219 if (Player* channeler = ObjectAccessor::GetPlayer(*this, *itr))
220 if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
221 if (spell->m_spellInfo->Id == animSpell)
222 erase = false;
223
224 if (erase)
225 m_unique_users.erase(itr++);
226 else
227 ++itr;
228 }
229}
@ CURRENT_CHANNELED_SPELL
Definition: Unit.h:539
Player * GetPlayer(Map const *, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:220
uint32 GetSpellId() const
Definition: GameObject.h:182
uint32 animSpell
Definition: GameObjectData.h:233
struct GameObjectTemplate::@227::@243 summoningRitual
Definition: Player.h:1064
Definition: Spell.h:284

References GameObjectTemplate::animSpell, CURRENT_CHANNELED_SPELL, GetGOInfo(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), GetSpellId(), m_unique_users, and GameObjectTemplate::summoningRitual.

Referenced by Update(), and Use().

◆ CleanupsBeforeDelete()

void GameObject::CleanupsBeforeDelete ( bool  finalCleanup = true)
overridevirtual

Reimplemented from WorldObject.

Reimplemented in MotionTransport, and StaticTransport.

105{
106 if (GetTransport() && !ToTransport())
107 {
109 SetTransport(nullptr);
112 }
113
114 if (IsInWorld())
116
117 if (m_uint32Values) // field array can be not exist if GameOBject not loaded
119}
@ MOVEMENTFLAG_ONTRANSPORT
Definition: UnitDefines.h:353
void RemoveFromWorld() override
Definition: GameObject.cpp:168
void RemoveFromOwner()
Definition: GameObject.cpp:121
Transport * ToTransport()
Definition: GameObject.h:322
void RemoveMovementFlag(uint32 flag)
Definition: Object.h:333
struct MovementInfo::TransportInfo transport
void Reset()
Definition: Object.h:287
void SetTransport(Transport *t)
Definition: Object.h:607
Transport * GetTransport() const
Definition: Object.h:599
MovementInfo m_movementInfo
Definition: Object.h:609
virtual void RemovePassenger(WorldObject *passenger, bool withAll=false)=0

References WorldObject::GetTransport(), Object::IsInWorld(), WorldObject::m_movementInfo, Object::m_uint32Values, MOVEMENTFLAG_ONTRANSPORT, RemoveFromOwner(), RemoveFromWorld(), MovementInfo::RemoveMovementFlag(), Transport::RemovePassenger(), MovementInfo::TransportInfo::Reset(), WorldObject::SetTransport(), ToTransport(), and MovementInfo::transport.

Referenced by MotionTransport::CleanupsBeforeDelete(), and StaticTransport::CleanupsBeforeDelete().

◆ ClearRitualList()

void GameObject::ClearRitualList ( )
private
232{
233 if (m_unique_users.empty())
234 return;
235
237 if (!animSpell)
238 animSpell = GetSpellId();
239
240 for (ObjectGuid const& guid : m_unique_users)
241 {
242 if (Player* channeler = ObjectAccessor::GetPlayer(*this, guid))
243 if (Spell* spell = channeler->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
244 if (spell->m_spellInfo->Id == animSpell)
245 {
246 spell->SendChannelUpdate(0);
247 spell->finish();
248 }
249 }
250
251 m_unique_users.clear();
252}
Definition: ObjectGuid.h:118

References GameObjectTemplate::animSpell, CURRENT_CHANNELED_SPELL, GetGOInfo(), ObjectAccessor::GetPlayer(), GetSpellId(), m_unique_users, and GameObjectTemplate::summoningRitual.

Referenced by Delete(), and Update().

◆ Create()

bool GameObject::Create ( ObjectGuid::LowType  guidlow,
uint32  name_id,
Map map,
uint32  phaseMask,
float  x,
float  y,
float  z,
float  ang,
G3D::Quat const &  rotation,
uint32  animprogress,
GOState  go_state,
uint32  artKit = 0 
)
virtual

Reimplemented in StaticTransport.

255{
256 ASSERT(map);
257 SetMap(map);
258
259 Relocate(x, y, z, ang);
260 m_stationaryPosition.Relocate(x, y, z, ang);
261 if (!IsPositionValid())
262 {
263 LOG_ERROR("entities.gameobject", "Gameobject (GUID: {} Entry: {}) not created. Suggested coordinates isn't valid (X: {} Y: {})", guidlow, name_id, x, y);
264 return false;
265 }
266
267 SetPhaseMask(phaseMask, false);
268
270
272 if (m_zoneScript)
273 {
274 name_id = m_zoneScript->GetGameObjectEntry(guidlow, name_id);
275 if (!name_id)
276 return false;
277 }
278
279 GameObjectTemplate const* goinfo = sObjectMgr->GetGameObjectTemplate(name_id);
280 if (!goinfo)
281 {
282 LOG_ERROR("sql.sql", "Gameobject (GUID: {} Entry: {}) not created: non-existing entry in `gameobject_template`. Map: {} (X: {} Y: {} Z: {})", guidlow, name_id, map->GetId(), x, y, z);
283 return false;
284 }
285
286 Object::_Create(guidlow, goinfo->entry, HighGuid::GameObject);
287
288 m_goInfo = goinfo;
289
290 if (goinfo->type >= MAX_GAMEOBJECT_TYPE)
291 {
292 LOG_ERROR("sql.sql", "Gameobject (GUID: {} Entry: {}) not created: non-existing GO type '{}' in `gameobject_template`. It will crash client if created.", guidlow, name_id, goinfo->type);
293 return false;
294 }
295
296 GameObjectAddon const* addon = sObjectMgr->GetGameObjectAddon(GetSpawnId());
297
298 // hackfix for the hackfix down below
299 switch (goinfo->entry)
300 {
301 // excluded ids from the hackfix below
302 // used switch since there should be more
303 case 181233: // maexxna portal effect
304 case 181575: // maexxna portal
305 case 20992: // theramore black shield
306 case 21042: // theramore guard badge
307 SetLocalRotation(rotation);
308 break;
309 default:
310 // xinef: hackfix - but make it possible to use original WorldRotation (using special gameobject addon data)
311 // pussywizard: temporarily calculate WorldRotation from orientation, do so until values in db are correct
312 if (addon && addon->invisibilityType == INVISIBILITY_GENERAL && addon->InvisibilityValue == 0)
313 {
314 SetLocalRotation(rotation);
315 }
316 else
317 {
319 }
320 break;
321 }
322
323 // pussywizard: no PathRotation for normal gameobjects
324 SetTransportPathRotation(0.0f, 0.0f, 0.0f, 1.0f);
325
326 SetObjectScale(goinfo->size);
327
328 if (GameObjectTemplateAddon const* templateAddon = GetTemplateAddon())
329 {
330 SetUInt32Value(GAMEOBJECT_FACTION, templateAddon->faction);
331 ReplaceAllGameObjectFlags((GameObjectFlags)templateAddon->flags);
332 }
333
334 SetEntry(goinfo->entry);
335
336 // set name for logs usage, doesn't affect anything ingame
337 SetName(goinfo->name);
338
339 // GAMEOBJECT_BYTES_1, index at 0, 1, 2 and 3
341
343 {
344 if (InstanceScript* instance = GetInstanceScript())
345 {
346 switch (uint8 state = instance->GetStoredGameObjectState(GetSpawnId()))
347 {
348 case 0:
350 SwitchDoorOrButton(true);
351 break;
352 case 1:
353 case 2:
354 SetGoState((GOState)state);
355 break;
356 default:
357 SetGoState(go_state);
358 break;
359 }
360 }
361 }
362 else
363 {
364 SetGoState(go_state);
365 }
366
367 SetGoArtKit(artKit);
368
369 SetDisplayId(goinfo->displayId);
370
371 if (!m_model)
373
374 switch (goinfo->type)
375 {
377 SetGoAnimProgress(animprogress);
379 break;
384 break;
387 break;
389 if (GetGOInfo()->trap.stealthed)
390 {
393 }
394
395 if (GetGOInfo()->trap.invisible)
396 {
399 }
400 break;
401 default:
402 SetGoAnimProgress(animprogress);
403 break;
404 }
405
406 if (addon)
407 {
408 if (addon->InvisibilityValue)
409 {
412 }
413 }
414
417
418 if (uint32 linkedEntry = GetGOInfo()->GetLinkedGameObjectEntry())
419 {
420 GameObject* linkedGO = new GameObject();
421 if (linkedGO->Create(map->GenerateLowGuid<HighGuid::GameObject>(), linkedEntry, map, phaseMask, x, y, z, ang, rotation, 255, GO_STATE_READY))
422 {
423 SetLinkedTrap(linkedGO);
424 map->AddToMap(linkedGO);
425 }
426 else
427 {
428 delete linkedGO;
429 }
430 }
431
432 // Check if GameObject is Large
433 if (goinfo->IsLargeGameObject())
434 {
435 SetVisibilityDistanceOverride(VisibilityDistanceType::Large);
436 }
437
438 // Check if GameObject is Infinite
439 if (goinfo->IsInfiniteGameObject())
440 {
441 SetVisibilityDistanceOverride(VisibilityDistanceType::Infinite);
442 }
443
444 return true;
445}
#define LOG_ERROR(filterType__,...)
Definition: Log.h:156
uint32 urand(uint32 min, uint32 max)
Definition: Random.cpp:44
#define ASSERT
Definition: Errors.h:68
#define sObjectMgr
Definition: ObjectMgr.h:1633
GOState
Definition: GameObjectData.h:688
@ GAMEOBJECT_FACTION
Definition: UpdateFields.h:402
GameobjectTypes
Definition: SharedDefines.h:1559
@ GAMEOBJECT_TYPE_TRAP
Definition: SharedDefines.h:1566
@ GAMEOBJECT_TYPE_FISHINGHOLE
Definition: SharedDefines.h:1585
@ GAMEOBJECT_TYPE_FISHINGNODE
Definition: SharedDefines.h:1577
@ GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING
Definition: SharedDefines.h:1593
@ STEALTH_TRAP
Definition: SharedDefines.h:1248
@ INVISIBILITY_GENERAL
Definition: SharedDefines.h:1255
@ INVISIBILITY_TRAP
Definition: SharedDefines.h:1258
#define MAX_GAMEOBJECT_TYPE
Definition: SharedDefines.h:1598
GameObjectFlags
Definition: SharedDefines.h:1602
uint32 MaxOpens
Definition: GameObject.h:61
struct GameObjectValue::@224 FishingHole
struct GameObjectValue::@226 Building
uint32 MaxHealth
Definition: GameObject.h:72
uint32 Health
Definition: GameObject.h:71
void SetLocalRotationAngles(float z_rot, float y_rot, float x_rot)
Definition: GameObject.cpp:2255
GameObject()
Definition: GameObject.cpp:41
void SetGoState(GOState state)
Definition: GameObject.cpp:2477
void SetTransportPathRotation(float qx, float qy, float qz, float qw)
Definition: GameObject.cpp:2247
void SetGoArtKit(uint8 artkit)
Definition: GameObject.cpp:1443
void SetPhaseMask(uint32 newPhaseMask, bool update) override
Definition: GameObject.cpp:2596
void SetLocalRotation(G3D::Quat const &rot)
Definition: GameObject.cpp:2233
void SetGoAnimProgress(uint8 animprogress)
Definition: GameObject.h:211
virtual bool Create(ObjectGuid::LowType guidlow, uint32 name_id, Map *map, uint32 phaseMask, float x, float y, float z, float ang, G3D::Quat const &rotation, uint32 animprogress, GOState go_state, uint32 artKit=0)
Definition: GameObject.cpp:254
GameObjectModel * CreateModel()
Definition: GameObject.cpp:2956
void SetGoType(GameobjectTypes type)
Definition: GameObject.h:205
void SetLinkedTrap(GameObject *linkedTrap)
Definition: GameObject.h:262
ObjectGuid::LowType GetSpawnId() const
Definition: GameObject.h:145
bool AIM_Initialize()
Definition: GameObject.cpp:85
virtual uint32 GetScriptId() const
Definition: GameObject.cpp:2197
void SetDisplayId(uint32 displayid)
Definition: GameObject.cpp:2590
void ReplaceAllGameObjectFlags(GameObjectFlags flags)
Definition: GameObject.h:221
bool IsInstanceGameobject() const
Definition: GameObject.cpp:2513
void SwitchDoorOrButton(bool activate, bool alternative=false)
Definition: GameObject.cpp:1466
Definition: GameObjectData.h:31
uint32 intactNumHits
Definition: GameObjectData.h:351
uint32 stealthed
Definition: GameObjectData.h:124
uint32 type
Definition: GameObjectData.h:33
uint32 entry
Definition: GameObjectData.h:32
bool IsLargeGameObject() const
Definition: GameObjectData.h:593
bool IsInfiniteGameObject() const
Definition: GameObjectData.h:618
uint32 minSuccessOpens
Definition: GameObjectData.h:87
uint32 invisible
Definition: GameObjectData.h:126
uint32 damagedNumHits
Definition: GameObjectData.h:356
std::string name
Definition: GameObjectData.h:35
uint32 maxSuccessOpens
Definition: GameObjectData.h:88
float size
Definition: GameObjectData.h:39
struct GameObjectTemplate::@227::@255 building
uint32 displayId
Definition: GameObjectData.h:34
Definition: GameObjectData.h:664
Definition: GameObjectData.h:681
uint32 InvisibilityValue
Definition: GameObjectData.h:683
InvisibilityType invisibilityType
Definition: GameObjectData.h:682
void _Create(ObjectGuid::LowType guidlow, uint32 entry, HighGuid guidhigh)
Definition: Object.cpp:134
void SetEntry(uint32 entry)
Definition: Object.h:113
virtual void SetObjectScale(float scale)
Definition: Object.h:116
void SetUInt32Value(uint16 index, uint32 value)
Definition: Object.cpp:650
void AddFlag(FLAG_TYPE flag)
Definition: Object.h:368
void AddValue(FLAG_TYPE flag, T_VALUES value)
Definition: Object.h:373
InstanceScript * GetInstanceScript() const
Definition: Object.cpp:1192
FlaggedValuesArray32< int32, uint32, InvisibilityType, TOTAL_INVISIBILITY_TYPES > m_invisibility
Definition: Object.h:520
uint32 LastUsedScriptID
Definition: Object.h:596
void SetName(std::string const &newname)
Definition: Object.h:459
void SetZoneScript()
Definition: Object.cpp:2333
virtual void SetMap(Map *map)
Definition: Object.cpp:2105
void UpdatePositionData()
Definition: Object.cpp:1154
FlaggedValuesArray32< int32, uint32, StealthType, TOTAL_STEALTH_TYPES > m_stealth
Definition: Object.h:517
void SetVisibilityDistanceOverride(VisibilityDistanceType type)
Definition: Object.cpp:1122
static float NormalizeOrientation(float o)
Definition: Position.h:233
float GetOrientation() const
Definition: Position.h:120
bool IsPositionValid() const
Definition: Position.cpp:175
Definition: InstanceScript.h:142
ObjectGuid::LowType GenerateLowGuid()
Definition: Map.h:638
uint32 GetId() const
Definition: Map.h:379
bool AddToMap(T *, bool checkTransport=false)
Definition: Map.cpp:555
virtual uint32 GetGameObjectEntry(ObjectGuid::LowType, uint32 entry)
Definition: ZoneScript.h:33

References Object::_Create(), FlaggedValuesArray32< T_VALUES, T_FLAGS, FLAG_TYPE, ARRAY_SIZE >::AddFlag(), Map::AddToMap(), FlaggedValuesArray32< T_VALUES, T_FLAGS, FLAG_TYPE, ARRAY_SIZE >::AddValue(), AIM_Initialize(), ASSERT, GameObjectValue::Building, GameObjectTemplate::building, Create(), CreateModel(), GameObjectTemplate::damagedNumHits, GameObjectTemplate::displayId, GameObjectTemplate::entry, GameObjectValue::FishingHole, GameObject(), GAMEOBJECT_FACTION, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_TRAP, Map::GenerateLowGuid(), ZoneScript::GetGameObjectEntry(), GetGOInfo(), Map::GetId(), WorldObject::GetInstanceScript(), Position::GetOrientation(), GetScriptId(), GetSpawnId(), GetTemplateAddon(), GO_STATE_READY, GameObjectValue::Health, GameObjectTemplate::intactNumHits, INVISIBILITY_GENERAL, INVISIBILITY_TRAP, GameObjectAddon::invisibilityType, GameObjectAddon::InvisibilityValue, GameObjectTemplate::invisible, GameObjectTemplate::IsInfiniteGameObject(), IsInstanceGameobject(), GameObjectTemplate::IsLargeGameObject(), Position::IsPositionValid(), WorldObject::LastUsedScriptID, LOG_ERROR, m_goInfo, m_goValue, WorldObject::m_invisibility, m_model, m_stationaryPosition, WorldObject::m_stealth, WorldObject::m_zoneScript, MAX_GAMEOBJECT_TYPE, GameObjectValue::MaxHealth, GameObjectValue::MaxOpens, GameObjectTemplate::maxSuccessOpens, GameObjectTemplate::minSuccessOpens, GameObjectTemplate::name, Position::NormalizeOrientation(), Position::Relocate(), ReplaceAllGameObjectFlags(), SetDisplayId(), Object::SetEntry(), SetGoAnimProgress(), SetGoArtKit(), SetGoState(), SetGoType(), SetLinkedTrap(), SetLocalRotation(), SetLocalRotationAngles(), WorldObject::SetMap(), WorldObject::SetName(), Object::SetObjectScale(), SetPhaseMask(), SetTransportPathRotation(), Object::SetUInt32Value(), WorldObject::SetVisibilityDistanceOverride(), WorldObject::SetZoneScript(), GameObjectTemplate::size, sObjectMgr, STEALTH_TRAP, GameObjectTemplate::stealthed, SwitchDoorOrButton(), GameObjectTemplate::type, WorldObject::UpdatePositionData(), and urand().

Referenced by Battleground::AddObject(), Create(), Spell::EffectDuel(), Spell::EffectSummonObject(), Spell::EffectSummonObjectWild(), Spell::EffectTransmitted(), OutdoorPvPSI::HandleDropFlag(), gobject_commandscript::HandleGameObjectAddCommand(), LoadGameObjectFromDB(), Battlefield::SpawnGameObject(), Map::SummonGameObject(), and WorldObject::SummonGameObject().

◆ CreateModel()

GameObjectModel * GameObject::CreateModel ( )
protected
2957{
2958 return GameObjectModel::Create(std::make_unique<GameObjectModelOwnerImpl>(this), sWorld->GetDataPath());
2959}
static GameObjectModel * Create(std::unique_ptr< GameObjectModelOwnerBase > modelOwner, std::string const &dataPath)
Definition: GameObjectModel.cpp:168

References GameObjectModel::Create(), and sWorld.

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), and UpdateModel().

◆ Delete()

void GameObject::Delete ( )
980{
983
985
987
988 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
990
991 // Xinef: if ritual gameobject is removed, clear anim spells
994
995 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
996 if (poolid)
997 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
998 else
1000}
#define sPoolMgr
Definition: PoolMgr.h:163
@ GAMEOBJECT_TYPE_SUMMONING_RITUAL
Definition: SharedDefines.h:1578
void SetLootState(LootState s, Unit *unit=nullptr)
Definition: GameObject.cpp:2442
void ClearRitualList()
Definition: GameObject.cpp:231
void AddObjectToRemoveList()
Definition: Object.cpp:2149
void SendObjectDeSpawnAnim(ObjectGuid guid)
Definition: Object.cpp:2098

References WorldObject::AddObjectToRemoveList(), ClearRitualList(), GAMEOBJECT_TYPE_SUMMONING_RITUAL, GetGOInfo(), Object::GetGUID(), GetTemplateAddon(), GO_NOT_READY, GO_STATE_READY, m_spawnId, RemoveFromOwner(), ReplaceAllGameObjectFlags(), WorldObject::SendObjectDeSpawnAnim(), SetGoState(), SetLootState(), and sPoolMgr.

Referenced by MotionTransport::DelayedTeleportTransport(), OPvPCapturePoint::DelCapturePoint(), OPvPCapturePoint::DelObject(), go_ahune_ice_stone::GossipSelect(), OutdoorPvPSI::HandleCustomSpell(), instance_razorfen_downs::instance_razorfen_downs_InstanceMapScript::OnGameObjectCreate(), go_ulduar_working_harpoon::OnGossipHello(), Unit::RemoveAllGameObjects(), Unit::RemoveGameObject(), Update(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::UpdateAI(), and Use().

◆ DeleteFromDB()

void GameObject::DeleteFromDB ( )
1188{
1190 sObjectMgr->DeleteGOData(m_spawnId);
1191
1193 stmt->SetData(0, m_spawnId);
1194 WorldDatabase.Execute(stmt);
1195
1196 stmt = WorldDatabase.GetPreparedStatement(WORLD_DEL_EVENT_GAMEOBJECT);
1197 stmt->SetData(0, m_spawnId);
1198 WorldDatabase.Execute(stmt);
1199}
DatabaseWorkerPool< WorldDatabaseConnection > WorldDatabase
Accessor to the world database.
Definition: DatabaseEnv.cpp:20
@ WORLD_DEL_EVENT_GAMEOBJECT
Definition: WorldDatabase.h:38
@ WORLD_DEL_GAMEOBJECT
Definition: WorldDatabase.h:37
Definition: PreparedStatement.h:157
Acore::Types::is_default< T > SetData(const uint8 index, T value)
Definition: PreparedStatement.h:77
void RemoveGORespawnTime(ObjectGuid::LowType dbGuid)
Definition: Map.cpp:3406

References WorldObject::GetMap(), m_spawnId, Map::RemoveGORespawnTime(), PreparedStatementBase::SetData(), sObjectMgr, WORLD_DEL_EVENT_GAMEOBJECT, WORLD_DEL_GAMEOBJECT, and WorldDatabase.

◆ DespawnOrUnsummon()

void GameObject::DespawnOrUnsummon ( Milliseconds  delay = 0ms,
Seconds  forcedRespawnTime = 0s 
)
934{
935 if (delay > 0ms)
936 {
937 if (!m_despawnDelay || m_despawnDelay > delay.count())
938 {
939 m_despawnDelay = delay.count();
940 m_despawnRespawnTime = forceRespawnTime;
941 }
942 }
943 else
944 {
945 if (m_goData)
946 {
947 int32 const respawnDelay = (forceRespawnTime > 0s) ? forceRespawnTime.count() : m_goData->spawntimesecs;
948 SetRespawnTime(respawnDelay);
949 }
950
951 // Respawn is handled by the gameobject itself.
952 // If we delete it from world, it simply never respawns...
953 // Uncomment this and remove the following lines if dynamic spawn is implemented.
954 // Delete();
955 {
959
960 if (GameObject* trap = GetLinkedTrap())
961 {
962 trap->DespawnOrUnsummon();
963 }
964
965 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
966 {
968 }
969
970 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
971 if (poolid)
972 {
973 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
974 }
975 }
976 }
977}
@ GO_JUST_DEACTIVATED
Definition: GameObject.h:114
GameObject * GetLinkedTrap()
Definition: GameObject.cpp:2735
void SetRespawnTime(int32 respawn)
Definition: GameObject.cpp:1303
int32 spawntimesecs
Definition: GameObjectData.h:706

References Object::GetGUID(), GetLinkedTrap(), GetTemplateAddon(), GO_JUST_DEACTIVATED, GO_STATE_READY, m_despawnDelay, m_despawnRespawnTime, m_goData, m_spawnId, ReplaceAllGameObjectFlags(), WorldObject::SendObjectDeSpawnAnim(), SetGoState(), SetLootState(), SetRespawnTime(), GameObjectData::spawntimesecs, and sPoolMgr.

Referenced by Spell::EffectActivateObject(), instance_deadmines::instance_deadmines_InstanceMapScript::OnGameObjectCreate(), instance_molten_core::instance_molten_core_InstanceMapScript::OnGameObjectCreate(), instance_hyjal::instance_mount_hyjal_InstanceMapScript::OnGameObjectCreate(), instance_temple_of_ahnqiraj::instance_temple_of_ahnqiraj_InstanceMapScript::OnGameObjectCreate(), go_strange_pool::OnGossipHello(), SmartScript::ProcessAction(), go_ahune_ice_spear::Reset(), go_skull_pile::SendActionMenu(), go_firework_show::SpawnNextFirework(), npc_midsummer_bonfire::StampOut(), and Update().

◆ EnableCollision()

void GameObject::EnableCollision ( bool  enable)
2605{
2606 if (!m_model)
2607 return;
2608
2609 /*if (enable && !GetMap()->ContainsGameObjectModel(*m_model))
2610 GetMap()->InsertGameObjectModel(*m_model);*/
2611
2612 uint32 phaseMask = 0;
2613 if (enable && !DisableMgr::IsDisabledFor(DISABLE_TYPE_GO_LOS, GetEntry(), nullptr))
2614 phaseMask = GetPhaseMask();
2615
2616 m_model->enable(phaseMask);
2617}
@ DISABLE_TYPE_GO_LOS
Definition: DisableMgr.h:36
bool IsDisabledFor(DisableType type, uint32 entry, Unit const *unit, uint8 flags)
Definition: DisableMgr.cpp:306
void enable(uint32 ph_mask)
Definition: GameObjectModel.h:67
uint32 GetPhaseMask() const
Definition: Object.h:446

References DISABLE_TYPE_GO_LOS, GameObjectModel::enable(), Object::GetEntry(), WorldObject::GetPhaseMask(), DisableMgr::IsDisabledFor(), and m_model.

Referenced by AddToWorld(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), SetDestructibleState(), SetGoState(), and SetPhaseMask().

◆ EventInform()

void GameObject::EventInform ( uint32  eventId)
2186{
2187 if (!eventId)
2188 return;
2189
2190 if (AI())
2191 AI()->EventInform(eventId);
2192
2193 if (m_zoneScript)
2194 m_zoneScript->ProcessEvent(this, eventId);
2195}
virtual void EventInform(uint32)
Definition: GameObjectAI.h:65
GameObjectAI * AI() const
Definition: GameObject.h:307
virtual void ProcessEvent(WorldObject *, uint32)
Definition: ZoneScript.h:55

References AI(), GameObjectAI::EventInform(), WorldObject::m_zoneScript, and ZoneScript::ProcessEvent().

Referenced by MotionTransport::DoEventIfAny(), SetDestructibleState(), and Use().

◆ GameobjectStateToInt()

uint8 GameObject::GameobjectStateToInt ( GOState state) const
2548{
2549 uint8 m_state = 3;
2550
2551 if (state)
2552 {
2553 switch (*state)
2554 {
2555 case GO_STATE_ACTIVE:
2556 m_state = 0;
2557 return m_state;
2558 case GO_STATE_READY:
2559 m_state = 1;
2560 return m_state;
2562 m_state = 2;
2563 return m_state;
2564 }
2565 }
2566
2567 // Returning any value that is not one of the specified ones
2568 // Which will default into the invalid part of the switch
2569 return m_state;
2570}
@ GO_STATE_ACTIVE
Definition: GameObjectData.h:689
@ GO_STATE_ACTIVE_ALTERNATIVE
Definition: GameObjectData.h:691

References GO_STATE_ACTIVE, GO_STATE_ACTIVE_ALTERNATIVE, and GO_STATE_READY.

Referenced by SaveStateToDB().

◆ GetAIName()

std::string const & GameObject::GetAIName ( ) const
100{
101 return sObjectMgr->GetGameObjectTemplate(GetEntry())->AIName;
102}

References Object::GetEntry(), and sObjectMgr.

Referenced by GetDebugInfo().

◆ GetDebugInfo()

std::string GameObject::GetDebugInfo ( ) const
overridevirtual

Reimplemented from Object.

Reimplemented in MotionTransport.

3088{
3089 std::stringstream sstr;
3090 sstr << WorldObject::GetDebugInfo() << "\n"
3091 << "SpawnId: " << GetSpawnId() << " GoState: " << std::to_string(GetGoState()) << " ScriptId: " << GetScriptId() << " AIName: " << GetAIName();
3092 return sstr.str();
3093}
std::string const & GetAIName() const
Definition: GameObject.cpp:99
std::string GetDebugInfo() const override
Definition: Object.cpp:2484

References GetAIName(), WorldObject::GetDebugInfo(), GetGoState(), GetScriptId(), and GetSpawnId().

Referenced by MotionTransport::GetDebugInfo().

◆ GetDestructibleState()

GameObjectDestructibleState GameObject::GetDestructibleState ( ) const
inline
296 {
302 }
@ GO_FLAG_DESTROYED
Definition: SharedDefines.h:1611
@ GO_FLAG_DAMAGED
Definition: SharedDefines.h:1610
@ GO_DESTRUCTIBLE_DESTROYED
Definition: SharedDefines.h:1629
@ GO_DESTRUCTIBLE_INTACT
Definition: SharedDefines.h:1627
@ GO_DESTRUCTIBLE_DAMAGED
Definition: SharedDefines.h:1628
bool HasGameObjectFlag(GameObjectFlags flags) const
Definition: GameObject.h:218

References GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GO_FLAG_DAMAGED, GO_FLAG_DESTROYED, and HasGameObjectFlag().

Referenced by ModifyHealth().

◆ GetDisplayId()

uint32 GameObject::GetDisplayId ( ) const
inline
@ GAMEOBJECT_DISPLAYID
Definition: UpdateFields.h:398
uint32 GetUInt32Value(uint16 index) const
Definition: Object.cpp:305

References GAMEOBJECT_DISPLAYID, and Object::GetUInt32Value().

Referenced by GameObjectModelOwnerImpl::GetDisplayId(), and spell_zulfarrak_unlocking::HandleOpenLock().

◆ GetDynamicFlags()

uint32 GameObject::GetDynamicFlags ( ) const
inlineoverridevirtual

Reimplemented from Object.

References GAMEOBJECT_DYNAMIC, and Object::GetUInt32Value().

◆ GetFishLoot()

void GameObject::GetFishLoot ( Loot loot,
Player loot_owner 
)
1003{
1004 fishloot->clear();
1005
1006 uint32 zone, subzone;
1007 uint32 defaultzone = 1;
1008 GetZoneAndAreaId(zone, subzone);
1009
1010 // if subzone loot exist use it
1011 fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true);
1012 if (fishloot->empty()) //use this becase if zone or subzone has set LOOT_MODE_JUNK_FISH,Even if no normal drop, fishloot->FillLoot return true. it wrong.
1013 {
1014 //subzone no result,use zone loot
1015 fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true);
1016 //use zone 1 as default, somewhere fishing got nothing,becase subzone and zone not set, like Off the coast of Storm Peaks.
1017 if (fishloot->empty())
1018 fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true);
1019 }
1020}
LootStore LootTemplates_Fishing("fishing_loot_template", "area id", true)
void GetZoneAndAreaId(uint32 &zoneid, uint32 &areaid) const
Definition: Object.cpp:3162

References Loot::clear(), Loot::empty(), Loot::FillLoot(), WorldObject::GetZoneAndAreaId(), and LootTemplates_Fishing.

Referenced by Player::SendLoot().

◆ GetFishLootJunk()

void GameObject::GetFishLootJunk ( Loot loot,
Player loot_owner 
)
1023{
1024 fishloot->clear();
1025
1026 uint32 zone, subzone;
1027 uint32 defaultzone = 1;
1028 GetZoneAndAreaId(zone, subzone);
1029
1030 // if subzone loot exist use it
1031 fishloot->FillLoot(subzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
1032 if (fishloot->empty()) //use this becase if zone or subzone has normal mask drop, then fishloot->FillLoot return true.
1033 {
1034 //use zone loot
1035 fishloot->FillLoot(zone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
1036 if (fishloot->empty())
1037 //use zone 1 as default
1038 fishloot->FillLoot(defaultzone, LootTemplates_Fishing, loot_owner, true, true, LOOT_MODE_JUNK_FISH);
1039 }
1040}
@ LOOT_MODE_JUNK_FISH
Definition: SharedDefines.h:48

References Loot::clear(), Loot::empty(), Loot::FillLoot(), WorldObject::GetZoneAndAreaId(), LOOT_MODE_JUNK_FISH, and LootTemplates_Fishing.

Referenced by Player::SendLoot().

◆ GetGameObjectData()

GameObjectData const * GameObject::GetGameObjectData ( ) const
inline

◆ GetGameObjectFlags()

GameObjectFlags GameObject::GetGameObjectFlags ( ) const
inline

◆ GetGoAnimProgress()

uint8 GameObject::GetGoAnimProgress ( ) const
inline
210{ return GetByteValue(GAMEOBJECT_BYTES_1, 3); }
@ GAMEOBJECT_BYTES_1
Definition: UpdateFields.h:404
uint8 GetByteValue(uint16 index, uint8 offset) const
Definition: Object.cpp:323

References GAMEOBJECT_BYTES_1, and Object::GetByteValue().

Referenced by Spell::EffectDummy(), SaveToDB(), Update(), and Use().

◆ GetGoArtKit()

uint8 GameObject::GetGoArtKit ( ) const
inline
208{ return GetByteValue(GAMEOBJECT_BYTES_1, 2); }

References GAMEOBJECT_BYTES_1, and Object::GetByteValue().

Referenced by SaveToDB().

◆ GetGOInfo()

GameObjectTemplate const * GameObject::GetGOInfo ( ) const
inline
137{ return m_goInfo; }

References m_goInfo.

Referenced by ActivateToQuest(), BuildValuesUpdate(), Spell::CheckCast(), Spell::CheckEffectTarget(), CheckRitualList(), ClearRitualList(), Create(), StaticTransport::Create(), Delete(), WorldSession::DoLootRelease(), Spell::EffectOpenLock(), MotionTransport::EnableMovement(), BattlegroundSA::EventPlayerDamagedGO(), Player::GetDefaultGossipMenuForSource(), GetScriptId(), GetSpellForLock(), GetStationaryO(), GetStationaryX(), GetStationaryY(), GetStationaryZ(), GetTemplateAddon(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::GossipHello(), WorldSession::HandleAlterAppearance(), OutdoorPvPSI::HandleCustomSpell(), gobject_commandscript::HandleGameObjectMoveCommand(), gobject_commandscript::HandleGameObjectTurnCommand(), OPvPCapturePoint::HandlePlayerEnter(), OPvPCapturePoint::HandlePlayerLeave(), IsAtInteractDistance(), IsDestructibleBuilding(), IsMotionTransport(), IsNeverVisible(), IsStaticTransport(), IsTransport(), LoadGameObjectFromDB(), MotionTransport::LoadStaticPassengers(), ModifyHealth(), instance_naxxramas::instance_naxxramas_InstanceMapScript::OnGameObjectCreate(), instance_naxxramas::instance_naxxramas_InstanceMapScript::OnGameObjectRemove(), icecrown_citadel_teleport::OnGossipHello(), go_simon_cluster::OnGossipHello(), go_apexis_relic::OnGossipHello(), Acore::NearestGameObjectFishingHole::operator()(), Acore::GameObjectInRangeCheck::operator()(), Acore::GameObjectFocusCheck::operator()(), RemoveFromOwner(), Creature::SaveToDB(), SaveToDB(), BfCapturePoint::SendChangePhase(), OPvPCapturePoint::SendChangePhase(), Player::SendLoot(), Spell::SendLoot(), BfCapturePoint::SetCapturePointData(), SetLootState(), ToMotionTransport(), ToStaticTransport(), ToTransport(), BfCapturePoint::Update(), OPvPCapturePoint::Update(), MotionTransport::Update(), OPvPCapturePointNA::Update(), Update(), UpdateVisibilityOf_helper(), Use(), and UseDoorOrButton().

◆ GetGoState()

◆ GetGoType()

◆ GetGOValue()

GameObjectValue const * GameObject::GetGOValue ( ) const
inline
140{ return &m_goValue; }

References m_goValue.

Referenced by WorldSession::DoLootRelease(), and Transport::GetPathProgress().

◆ GetInteractionDistance()

float GameObject::GetInteractionDistance ( ) const
2873{
2874 switch (GetGoType())
2875 {
2877 return 0.0f;
2883 return 5.5555553f;
2885 return 10.0f;
2888 return 3.0f;
2890 return 100.0f;
2892 return 20.0f + CONTACT_DISTANCE; // max spell range
2898 return 5.0f;
2899 // Following values are not blizzlike
2902 // Successful mailbox interaction is rather critical to the client, failing it will start a minute-long cooldown until the next mail query may be executed.
2903 // And since movement info update is not sent with mailbox interaction query, server may find the player outside of interaction range. Thus we increase it.
2904 return 10.0f; // 5.0f is blizzlike
2905 default:
2906 return INTERACTION_DISTANCE;
2907 }
2908}
#define INTERACTION_DISTANCE
Definition: ObjectDefines.h:24
#define CONTACT_DISTANCE
Definition: ObjectDefines.h:23
@ GAMEOBJECT_TYPE_GUILD_BANK
Definition: SharedDefines.h:1594
@ GAMEOBJECT_TYPE_MINI_GAME
Definition: SharedDefines.h:1587
@ GAMEOBJECT_TYPE_CAMERA
Definition: SharedDefines.h:1573
@ GAMEOBJECT_TYPE_MAP_OBJECT
Definition: SharedDefines.h:1574
@ GAMEOBJECT_TYPE_FLAGDROP
Definition: SharedDefines.h:1586
@ GAMEOBJECT_TYPE_MAILBOX
Definition: SharedDefines.h:1579
@ GAMEOBJECT_TYPE_FLAGSTAND
Definition: SharedDefines.h:1584
@ GAMEOBJECT_TYPE_CHAIR
Definition: SharedDefines.h:1567
@ GAMEOBJECT_TYPE_TEXT
Definition: SharedDefines.h:1569
@ GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY
Definition: SharedDefines.h:1591
@ GAMEOBJECT_TYPE_AREADAMAGE
Definition: SharedDefines.h:1572
@ GAMEOBJECT_TYPE_BARBER_CHAIR
Definition: SharedDefines.h:1592
@ GAMEOBJECT_TYPE_DOOR
Definition: SharedDefines.h:1560
@ GAMEOBJECT_TYPE_BINDER
Definition: SharedDefines.h:1564

References CONTACT_DISTANCE, GAMEOBJECT_TYPE_AREADAMAGE, GAMEOBJECT_TYPE_BARBER_CHAIR, GAMEOBJECT_TYPE_BINDER, GAMEOBJECT_TYPE_CAMERA, GAMEOBJECT_TYPE_CHAIR, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_DUNGEON_DIFFICULTY, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_FLAGDROP, GAMEOBJECT_TYPE_FLAGSTAND, GAMEOBJECT_TYPE_GUILD_BANK, GAMEOBJECT_TYPE_MAILBOX, GAMEOBJECT_TYPE_MAP_OBJECT, GAMEOBJECT_TYPE_MINI_GAME, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_TEXT, GetGoType(), and INTERACTION_DISTANCE.

Referenced by IsAtInteractDistance().

◆ getLevelForTarget()

uint8 GameObject::getLevelForTarget ( WorldObject const *  target) const
inlineoverridevirtual

Reimplemented from WorldObject.

278 {
279 if (Unit* owner = GetOwner())
280 return owner->getLevelForTarget(target);
281
282 return 1;
283 }

References GetOwner().

◆ GetLinkedTrap()

GameObject * GameObject::GetLinkedTrap ( )
2736{
2738}
GameObject * GetGameObject(WorldObject const &u, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:184
ObjectGuid m_linkedTrap
Definition: GameObject.h:405

References ObjectAccessor::GetGameObject(), and m_linkedTrap.

Referenced by DespawnOrUnsummon(), Spell::EffectSummonObjectWild(), Spell::EffectTransmitted(), RemoveFromWorld(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), TriggeringLinkedGameObject(), and Update().

◆ GetLocalRotation()

G3D::Quat const & GameObject::GetLocalRotation ( ) const
inline
151{ return m_localRotation; }
G3D::Quat m_localRotation
Definition: GameObject.h:397

References m_localRotation.

Referenced by GetWorldRotation().

◆ GetLootGenerationTime()

uint32 GameObject::GetLootGenerationTime ( ) const
inline
259{ return m_lootGenerationTime; }

References m_lootGenerationTime.

Referenced by Player::SendLoot().

◆ GetLootMode()

uint16 GameObject::GetLootMode ( ) const
inline

◆ GetLootRecipient()

Player * GameObject::GetLootRecipient ( ) const
2633{
2634 if (!m_lootRecipient)
2635 return nullptr;
2637}
Player * FindConnectedPlayer(ObjectGuid const guid)
Definition: ObjectAccessor.cpp:257
ObjectGuid m_lootRecipient
Definition: GameObject.h:400

References ObjectAccessor::FindConnectedPlayer(), and m_lootRecipient.

◆ GetLootRecipientGroup()

Group * GameObject::GetLootRecipientGroup ( ) const
2640{
2642 return nullptr;
2643 return sGroupMgr->GetGroupByGUID(m_lootRecipientGroup);
2644}
#define sGroupMgr
Definition: GroupMgr.h:51

References m_lootRecipientGroup, and sGroupMgr.

Referenced by IsLootAllowedFor().

◆ getLootState()

◆ GetNameForLocaleIdx()

std::string const & GameObject::GetNameForLocaleIdx ( LocaleConstant  locale_idx) const
overridevirtual

Reimplemented from WorldObject.

2208{
2209 if (loc_idx != DEFAULT_LOCALE)
2210 {
2211 uint8 uloc_idx = uint8(loc_idx);
2212 if (GameObjectLocale const* cl = sObjectMgr->GetGameObjectLocale(GetEntry()))
2213 if (cl->Name.size() > uloc_idx && !cl->Name[uloc_idx].empty())
2214 return cl->Name[uloc_idx];
2215 }
2216
2217 return GetName();
2218}
#define DEFAULT_LOCALE
Definition: Common.h:79
Definition: GameObjectData.h:674
std::string const & GetName() const
Definition: Object.h:458

References DEFAULT_LOCALE, Object::GetEntry(), WorldObject::GetName(), and sObjectMgr.

Referenced by gobject_commandscript::HandleGameObjectRespawn().

◆ GetOwner()

Unit * GameObject::GetOwner ( ) const
1239{
1240 return ObjectAccessor::GetUnit(*this, GetOwnerGUID());
1241}
Unit * GetUnit(WorldObject const &, ObjectGuid const guid)
Definition: ObjectAccessor.cpp:199

References GetOwnerGUID(), and ObjectAccessor::GetUnit().

Referenced by CastSpell(), Spell::EffectOpenLock(), getLevelForTarget(), go_soulwell::go_soulwellAI::GossipHello(), IsAlwaysVisibleFor(), TriggeringLinkedGameObject(), Update(), and Use().

◆ GetOwnerGUID()

◆ GetPackedLocalRotation()

int64 GameObject::GetPackedLocalRotation ( ) const
inline
152{ return m_packedRotation; }

References m_packedRotation.

◆ GetRespawnDelay()

uint32 GameObject::GetRespawnDelay ( ) const
inline

◆ GetRespawnPosition()

void GameObject::GetRespawnPosition ( float &  x,
float &  y,
float &  z,
float *  ori = nullptr 
) const
2841{
2842 if (m_spawnId)
2843 {
2844 if (GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId))
2845 {
2846 x = data->posX;
2847 y = data->posY;
2848 z = data->posZ;
2849 if (ori)
2850 *ori = data->orientation;
2851 return;
2852 }
2853 }
2854
2855 x = GetPositionX();
2856 y = GetPositionY();
2857 z = GetPositionZ();
2858 if (ori)
2859 *ori = GetOrientation();
2860}
Definition: GameObjectData.h:696

References Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), m_spawnId, and sObjectMgr.

◆ GetRespawnTime()

time_t GameObject::GetRespawnTime ( ) const
inline

◆ GetRespawnTimeEx()

time_t GameObject::GetRespawnTimeEx ( ) const
2924{
2925 time_t now = GameTime::GetGameTime().count();
2926 if (m_respawnTime > now)
2927 return m_respawnTime;
2928 else
2929 return now;
2930}
Seconds GetGameTime()
Definition: GameTime.cpp:38

References GameTime::GetGameTime(), and m_respawnTime.

Referenced by gobject_commandscript::HandleGameObjectTargetCommand().

◆ GetScriptId()

◆ GetSpawnId()

◆ GetSpellForLock()

SpellInfo const * GameObject::GetSpellForLock ( Player const *  player) const
3009{
3010 if (!player)
3011 {
3012 return nullptr;
3013 }
3014
3015 uint32 lockId = GetGOInfo()->GetLockId();
3016 if (!lockId)
3017 {
3018 return nullptr;
3019 }
3020
3021 LockEntry const* lock = sLockStore.LookupEntry(lockId);
3022 if (!lock)
3023 {
3024 return nullptr;
3025 }
3026
3027 for (uint8 i = 0; i < MAX_LOCK_CASE; ++i)
3028 {
3029 if (!lock->Type[i])
3030 {
3031 continue;
3032 }
3033
3034 if (lock->Type[i] == LOCK_KEY_SPELL)
3035 {
3036 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(lock->Index[i]))
3037 {
3038 return spell;
3039 }
3040 }
3041
3042 if (lock->Type[i] != LOCK_KEY_SKILL)
3043 {
3044 break;
3045 }
3046
3047 for (auto&& playerSpell : player->GetSpellMap())
3048 {
3049 if (SpellInfo const* spell = sSpellMgr->GetSpellInfo(playerSpell.first))
3050 {
3051 for (auto&& effect : spell->Effects)
3052 {
3053 if (effect.Effect == SPELL_EFFECT_OPEN_LOCK && ((uint32) effect.MiscValue) == lock->Index[i])
3054 {
3055 if (effect.CalcValue(player) >= int32(lock->Skill[i]))
3056 {
3057 return spell;
3058 }
3059 }
3060 }
3061 }
3062 }
3063 }
3064
3065 return nullptr;
3066}
DBCStorage< LockEntry > sLockStore(LockEntryfmt)
@ SPELL_EFFECT_OPEN_LOCK
Definition: SharedDefines.h:811
@ LOCK_KEY_SKILL
Definition: SharedDefines.h:2586
@ LOCK_KEY_SPELL
Definition: SharedDefines.h:2587
#define MAX_LOCK_CASE
Definition: DBCStructure.h:1304
uint32 GetLockId() const
Definition: GameObjectData.h:427
Definition: DBCStructure.h:1307
uint32 Type[MAX_LOCK_CASE]
Definition: DBCStructure.h:1309
uint32 Index[MAX_LOCK_CASE]
Definition: DBCStructure.h:1310
uint32 Skill[MAX_LOCK_CASE]
Definition: DBCStructure.h:1311

References GetGOInfo(), GameObjectTemplate::GetLockId(), Player::GetSpellMap(), LockEntry::Index, LOCK_KEY_SKILL, LOCK_KEY_SPELL, MAX_LOCK_CASE, LockEntry::Skill, sLockStore, SPELL_EFFECT_OPEN_LOCK, sSpellMgr, and LockEntry::Type.

Referenced by IsAtInteractDistance().

◆ GetSpellId()

uint32 GameObject::GetSpellId ( ) const
inline

◆ GetStationaryO()

float GameObject::GetStationaryO ( ) const
inlineoverridevirtual

◆ GetStationaryX()

float GameObject::GetStationaryX ( ) const
inlineoverridevirtual

◆ GetStationaryY()

float GameObject::GetStationaryY ( ) const
inlineoverridevirtual

◆ GetStationaryZ()

float GameObject::GetStationaryZ ( ) const
inlineoverridevirtual

◆ GetTemplateAddon()

GameObjectTemplateAddon const * GameObject::GetTemplateAddon ( ) const

◆ GetUniqueUseCount()

uint32 GameObject::GetUniqueUseCount ( ) const
inline
243{ return m_unique_users.size(); }

References m_unique_users.

Referenced by Update(), and Use().

◆ GetUseCount()

uint32 GameObject::GetUseCount ( ) const
inline
242{ return m_usetimes; }

References m_usetimes.

Referenced by WorldSession::DoLootRelease().

◆ GetWorldRotation()

G3D::Quat GameObject::GetWorldRotation ( ) const
2261{
2262 G3D::Quat localRotation = GetLocalRotation();
2263 if (Transport* transport = GetTransport())
2264 {
2265 G3D::Quat worldRotation = transport->GetWorldRotation();
2266
2267 G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
2268 G3D::Quat localRotationQuat(localRotation.x, localRotation.y, localRotation.z, localRotation.w);
2269
2270 G3D::Quat resultRotation = localRotationQuat * worldRotationQuat;
2271
2272 return G3D::Quat(resultRotation.x, resultRotation.y, resultRotation.z, resultRotation.w);
2273 }
2274 return localRotation;
2275}
G3D::Quat const & GetLocalRotation() const
Definition: GameObject.h:151
Definition: Transport.h:29

References GetLocalRotation(), and WorldObject::GetTransport().

Referenced by IsAtInteractDistance().

◆ HasGameObjectFlag()

bool GameObject::HasGameObjectFlag ( GameObjectFlags  flags) const
inline
218{ return HasFlag(GAMEOBJECT_FLAGS, flags) != 0; }
bool HasFlag(uint16 index, uint32 flag) const
Definition: Object.cpp:889

References GAMEOBJECT_FLAGS, and Object::HasFlag().

Referenced by GetDestructibleState(), WorldSession::HandleGameobjectReportUse(), and Use().

◆ hasInvolvedQuest()

bool GameObject::hasInvolvedQuest ( uint32  quest_id) const
overridevirtual

Reimplemented from Object.

1216{
1217 QuestRelationBounds qir = sObjectMgr->GetGOQuestInvolvedRelationBounds(GetEntry());
1218 for (QuestRelations::const_iterator itr = qir.first; itr != qir.second; ++itr)
1219 {
1220 if (itr->second == quest_id)
1221 return true;
1222 }
1223 return false;
1224}
std::pair< QuestRelations::const_iterator, QuestRelations::const_iterator > QuestRelationBounds
Definition: ObjectMgr.h:524

References Object::GetEntry(), and sObjectMgr.

◆ HasLootMode()

bool GameObject::HasLootMode ( uint16  lootMode) const
inline
230{ return m_LootMode & lootMode; }

References m_LootMode.

◆ HasLootRecipient()

bool GameObject::HasLootRecipient ( ) const
inline

◆ hasQuest()

bool GameObject::hasQuest ( uint32  quest_id) const
overridevirtual

Reimplemented from Object.

1205{
1206 QuestRelationBounds qr = sObjectMgr->GetGOQuestRelationBounds(GetEntry());
1207 for (QuestRelations::const_iterator itr = qr.first; itr != qr.second; ++itr)
1208 {
1209 if (itr->second == quest_id)
1210 return true;
1211 }
1212 return false;
1213}

References Object::GetEntry(), and sObjectMgr.

◆ IsAllowedToSaveToDB()

bool GameObject::IsAllowedToSaveToDB ( ) const
inline
357{ return m_saveStateOnDb; };

References m_saveStateOnDb.

Referenced by SetGoState().

◆ IsAlwaysVisibleFor()

bool GameObject::IsAlwaysVisibleFor ( WorldObject const *  seer) const
overridevirtual

Reimplemented from WorldObject.

1264{
1266 return true;
1267
1269 return true;
1270
1271 if (!seer)
1272 return false;
1273
1274 // Always seen by owner and friendly units
1275 if (ObjectGuid guid = GetOwnerGUID())
1276 {
1277 if (seer->GetGUID() == guid)
1278 return true;
1279
1280 Unit* owner = GetOwner();
1281 if (owner)
1282 {
1283 if (seer->IsUnit() && owner->IsFriendlyTo(seer->ToUnit()))
1284 return true;
1285 }
1286 }
1287
1288 return false;
1289}
bool IsDestructibleBuilding() const
Definition: GameObject.cpp:1231
virtual bool IsAlwaysVisibleFor(WorldObject const *) const
Definition: Object.h:663
bool IsFriendlyTo(Unit const *unit) const
Definition: Unit.cpp:10232

References Object::GetGUID(), GetOwner(), GetOwnerGUID(), WorldObject::IsAlwaysVisibleFor(), IsDestructibleBuilding(), Unit::IsFriendlyTo(), IsTransport(), Object::IsUnit(), and Object::ToUnit().

◆ IsAtInteractDistance() [1/2]

bool GameObject::IsAtInteractDistance ( Player const *  player,
SpellInfo const *  spell = nullptr 
) const
2962{
2963 if (spell || (spell = GetSpellForLock(player)))
2964 {
2965 float maxRange = spell->GetMaxRange(spell->IsPositive());
2966
2968 {
2969 return maxRange * maxRange >= GetExactDistSq(player);
2970 }
2971
2972 if (sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
2973 {
2974 return IsAtInteractDistance(*player, maxRange);
2975 }
2976 }
2977
2979}
DBCStorage< GameObjectDisplayInfoEntry > sGameObjectDisplayInfoStore(GameObjectDisplayInfofmt)
bool IsAtInteractDistance(Position const &pos, float radius) const
Definition: GameObject.cpp:2981
SpellInfo const * GetSpellForLock(Player const *player) const
Definition: GameObject.cpp:3008
float GetInteractionDistance() const
Definition: GameObject.cpp:2872
float GetExactDistSq(float x, float y, float z) const
Definition: Position.h:170

References GAMEOBJECT_TYPE_SPELL_FOCUS, Position::GetExactDistSq(), GetGOInfo(), GetGoType(), GetInteractionDistance(), SpellInfo::GetMaxRange(), GetSpellForLock(), IsAtInteractDistance(), SpellInfo::IsPositive(), and sGameObjectDisplayInfoStore.

◆ IsAtInteractDistance() [2/2]

bool GameObject::IsAtInteractDistance ( Position const &  pos,
float  radius 
) const
2982{
2983 if (GameObjectDisplayInfoEntry const* displayInfo = sGameObjectDisplayInfoStore.LookupEntry(GetGOInfo()->displayId))
2984 {
2985 float scale = GetObjectScale();
2986
2987 float minX = displayInfo->minX * scale - radius;
2988 float minY = displayInfo->minY * scale - radius;
2989 float minZ = displayInfo->minZ * scale - radius;
2990 float maxX = displayInfo->maxX * scale + radius;
2991 float maxY = displayInfo->maxY * scale + radius;
2992 float maxZ = displayInfo->maxZ * scale + radius;
2993
2994 G3D::Quat worldRotation = GetWorldRotation();
2995 G3D::Quat worldRotationQuat(worldRotation.x, worldRotation.y, worldRotation.z, worldRotation.w);
2996
2997 return G3D::CoordinateFrame {{worldRotationQuat}, {GetPositionX(), GetPositionY(), GetPositionZ()}}.toWorldSpace(G3D::Box {{minX, minY, minZ}, {maxX, maxY, maxZ}}).contains({pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ()});
2998 }
2999
3000 return GetExactDist(&pos) <= radius;
3001}
G3D::Quat GetWorldRotation() const
Definition: GameObject.cpp:2260
float GetObjectScale() const
Definition: Object.h:115
float GetExactDist(float x, float y, float z) const
Definition: Position.h:178
Definition: DBCStructure.h:999

References Position::GetExactDist(), GetGOInfo(), Object::GetObjectScale(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GetWorldRotation(), and sGameObjectDisplayInfoStore.

Referenced by IsAtInteractDistance(), and IsWithinDistInMap().

◆ IsDestructibleBuilding()

bool GameObject::IsDestructibleBuilding ( ) const
1232{
1233 GameObjectTemplate const* gInfo = GetGOInfo();
1234 if (!gInfo) return false;
1236}

References GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GetGOInfo(), and GameObjectTemplate::type.

Referenced by IsAlwaysVisibleFor(), and ModifyHealth().

◆ IsInRange()

bool GameObject::IsInRange ( float  x,
float  y,
float  z,
float  radius 
) const

Check if the distance between the 2 objects is 0, can happen if both objects are on the same position. The code below this check wont crash if dist is 0 because 0/0 in float operations is valid, and returns infinite

2159{
2161 if (!info)
2162 return IsWithinDist3d(x, y, z, radius);
2163
2164 float sinA = std::sin(GetOrientation());
2165 float cosA = cos(GetOrientation());
2166 float dx = x - GetPositionX();
2167 float dy = y - GetPositionY();
2168 float dz = z - GetPositionZ();
2169 float dist = std::sqrt(dx * dx + dy * dy);
2172 if (G3D::fuzzyEq(dist, 0.0f))
2173 return true;
2174
2175 float scale = GetObjectScale();
2176 float sinB = dx / dist;
2177 float cosB = dy / dist;
2178 dx = dist * (cosA * cosB + sinA * sinB);
2179 dy = dist * (cosA * sinB - sinA * cosB);
2180 return dx < (info->maxX * scale) + radius && dx > (info->minX * scale) - radius
2181 && dy < (info->maxY * scale) + radius && dy > (info->minY * scale) - radius
2182 && dz < (info->maxZ * scale) + radius && dz > (info->minZ * scale) - radius;
2183}
bool IsWithinDist3d(float x, float y, float z, float dist) const
Definition: Object.cpp:1295
float maxX
Definition: DBCStructure.h:1006
float maxY
Definition: DBCStructure.h:1007
float minY
Definition: DBCStructure.h:1004
float minX
Definition: DBCStructure.h:1003
float minZ
Definition: DBCStructure.h:1005
float maxZ
Definition: DBCStructure.h:1008

References GameObjectTemplate::displayId, Object::GetObjectScale(), Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), WorldObject::IsWithinDist3d(), m_goInfo, GameObjectDisplayInfoEntry::maxX, GameObjectDisplayInfoEntry::maxY, GameObjectDisplayInfoEntry::maxZ, GameObjectDisplayInfoEntry::minX, GameObjectDisplayInfoEntry::minY, GameObjectDisplayInfoEntry::minZ, and sGameObjectDisplayInfoStore.

Referenced by _IsWithinDist(), Acore::GameObjectInRangeCheck::operator()(), Acore::AnyPlayerExactPositionInGameObjectRangeCheck::operator()(), and Acore::WorldObjectSpellAreaTargetCheck::operator()().

◆ IsInSkillupList()

bool GameObject::IsInSkillupList ( ObjectGuid  playerGuid) const
3075{
3076 for (auto const& itr : m_SkillupList)
3077 {
3078 if (itr.first == playerGuid)
3079 {
3080 return true;
3081 }
3082 }
3083
3084 return false;
3085}

References m_SkillupList.

Referenced by Spell::EffectOpenLock().

◆ IsInstanceGameobject()

bool GameObject::IsInstanceGameobject ( ) const
2514{
2515 // Avoid checking for unecessary gameobjects whose
2516 // states don't matter for the dungeon progression
2518 {
2519 return false;
2520 }
2521
2522 if (auto* map = FindMap())
2523 {
2524 if (map->IsDungeon() || map->IsRaid())
2525 {
2526 return true;
2527 }
2528 }
2529 return false;
2530}
bool ValidateGameobjectType() const
Definition: GameObject.cpp:2532
Map * FindMap() const
Definition: Object.h:532

References WorldObject::FindMap(), and ValidateGameobjectType().

Referenced by Create(), SaveStateToDB(), and SetGoState().

◆ IsInvisibleDueToDespawn()

bool GameObject::IsInvisibleDueToDespawn ( ) const
overridevirtual

Reimplemented from WorldObject.

1292{
1294 return true;
1295
1296 // Despawned
1297 if (!isSpawned())
1298 return true;
1299
1300 return false;
1301}
bool isSpawned() const
Definition: GameObject.h:190
virtual bool IsInvisibleDueToDespawn() const
Definition: Object.h:664

References WorldObject::IsInvisibleDueToDespawn(), and isSpawned().

◆ IsLootAllowedFor()

bool GameObject::IsLootAllowedFor ( Player const *  player) const
2703{
2705 {
2706 return true;
2707 }
2708
2709 if (player->GetGUID() == m_lootRecipient)
2710 {
2711 return true;
2712 }
2713
2714 if (player->HasPendingBind())
2715 {
2716 return false;
2717 }
2718
2719 // if we dont have a group we arent the recipient
2720 // if go doesnt have group bound it means it was solo killed by someone else
2721 Group const* playerGroup = player->GetGroup();
2722 if (!playerGroup || playerGroup != GetLootRecipientGroup())
2723 {
2724 return false;
2725 }
2726
2727 if (!HasAllowedLooter(player->GetGUID()))
2728 {
2729 return false;
2730 }
2731
2732 return true;
2733}
Group * GetLootRecipientGroup() const
Definition: GameObject.cpp:2639
bool HasAllowedLooter(ObjectGuid guid) const
Definition: Object.cpp:3202
Definition: Group.h:169

References Player::GetGroup(), Object::GetGUID(), GetLootRecipientGroup(), WorldObject::HasAllowedLooter(), Player::HasPendingBind(), m_lootRecipient, and m_lootRecipientGroup.

Referenced by BuildValuesUpdate().

◆ IsMotionTransport()

bool GameObject::IsMotionTransport ( ) const
inline

◆ IsNeverVisible()

bool GameObject::IsNeverVisible ( ) const
overridevirtual

Reimplemented from WorldObject.

1253{
1255 return true;
1256
1257 if (GetGoType() == GAMEOBJECT_TYPE_SPELL_FOCUS && GetGOInfo()->spellFocus.serverOnly == 1)
1258 return true;
1259
1260 return false;
1261}
uint32 serverOnly
Definition: GameObjectData.h:107
virtual bool IsNeverVisible() const
Definition: Object.h:662

References GAMEOBJECT_TYPE_SPELL_FOCUS, GetGOInfo(), GetGoType(), WorldObject::IsNeverVisible(), and GameObjectTemplate::serverOnly.

◆ isSpawned()

◆ isSpawnedByDefault()

bool GameObject::isSpawnedByDefault ( ) const
inline

◆ IsStaticTransport()

bool GameObject::IsStaticTransport ( ) const
inline

◆ IsTransport()

◆ IsWithinDistInMap() [1/2]

bool GameObject::IsWithinDistInMap ( Player const *  player) const

◆ IsWithinDistInMap() [2/2]

bool WorldObject::IsWithinDistInMap ( WorldObject const *  obj,
float  dist2compare,
bool  is3D = true,
bool  useBoundingRadius = true 
) const
1322{
1323 return obj && IsInMap(obj) && InSamePhase(obj) && _IsWithinDist(obj, dist2compare, is3D, useBoundingRadius);
1324}
bool _IsWithinDist(WorldObject const *obj, float dist2compare, bool, bool) const override
Object distance/size - overridden from Object::_IsWithinDist. Needs to take in account proper GO size...
Definition: GameObject.h:417

References Position::GetOrientation(), WorldObject::GetTransOffsetO(), Vehicle::GetVehicleInfo(), Unit::GetVehicleKit(), Unit::HasUnitMovementFlag(), VehicleEntry::m_ID, and MOVEMENTFLAG_ONTRANSPORT.

◆ LoadFromDB()

bool GameObject::LoadFromDB ( ObjectGuid::LowType  guid,
Map map 
)
inline
160{ return LoadGameObjectFromDB(guid, map, false); }
bool LoadGameObjectFromDB(ObjectGuid::LowType guid, Map *map, bool addToMap=true)
Definition: GameObject.cpp:1123

References LoadGameObjectFromDB().

Referenced by LoadHelper().

◆ LoadGameObjectFromDB()

bool GameObject::LoadGameObjectFromDB ( ObjectGuid::LowType  guid,
Map map,
bool  addToMap = true 
)
1124{
1125 GameObjectData const* data = sObjectMgr->GetGameObjectData(spawnId);
1126
1127 if (!data)
1128 {
1129 LOG_ERROR("sql.sql", "Gameobject (GUID: {}) not found in table `gameobject`, can't load. ", spawnId);
1130 return false;
1131 }
1132
1133 uint32 entry = data->id;
1134 //uint32 map_id = data->mapid; // already used before call
1135 uint32 phaseMask = data->phaseMask;
1136 float x = data->posX;
1137 float y = data->posY;
1138 float z = data->posZ;
1139 float ang = data->orientation;
1140
1141 uint32 animprogress = data->animprogress;
1142 GOState go_state = data->go_state;
1143 uint32 artKit = data->artKit;
1144
1145 m_goData = data;
1146 m_spawnId = spawnId;
1147
1148 if (!Create(map->GenerateLowGuid<HighGuid::GameObject>(), entry, map, phaseMask, x, y, z, ang, data->rotation, animprogress, go_state, artKit))
1149 return false;
1150
1151 if (data->spawntimesecs >= 0)
1152 {
1153 m_spawnedByDefault = true;
1154
1155 if (!GetGOInfo()->GetDespawnPossibility() && !GetGOInfo()->IsDespawnAtAction())
1156 {
1159 m_respawnTime = 0;
1160 }
1161 else
1162 {
1165
1166 // ready to respawn
1168 {
1169 m_respawnTime = 0;
1171 }
1172 }
1173 }
1174 else
1175 {
1176 m_spawnedByDefault = false;
1178 m_respawnTime = 0;
1179 }
1180
1181 if (addToMap && !GetMap()->AddToMap(this))
1182 return false;
1183
1184 return true;
1185}
@ GO_FLAG_NODESPAWN
Definition: SharedDefines.h:1608
void SetGameObjectFlag(GameObjectFlags flags)
Definition: GameObject.h:219
float orientation
Definition: GameObjectData.h:704
float posZ
Definition: GameObjectData.h:703
uint8 artKit
Definition: GameObjectData.h:711
G3D::Quat rotation
Definition: GameObjectData.h:705
uint32 animprogress
Definition: GameObjectData.h:708
float posX
Definition: GameObjectData.h:701
uint32 phaseMask
Definition: GameObjectData.h:700
float posY
Definition: GameObjectData.h:702
uint32 id
Definition: GameObjectData.h:698
GOState go_state
Definition: GameObjectData.h:709
time_t GetGORespawnTime(ObjectGuid::LowType dbGuid) const
Definition: Map.h:582

References GameObjectData::animprogress, GameObjectData::artKit, Create(), Map::GenerateLowGuid(), GameTime::GetGameTime(), GetGOInfo(), Map::GetGORespawnTime(), WorldObject::GetMap(), GO_FLAG_NODESPAWN, GameObjectData::go_state, GameObjectData::id, LOG_ERROR, m_goData, m_respawnDelayTime, m_respawnTime, m_spawnedByDefault, m_spawnId, GameObjectData::orientation, GameObjectData::phaseMask, GameObjectData::posX, GameObjectData::posY, GameObjectData::posZ, Map::RemoveGORespawnTime(), GameObjectData::rotation, SetGameObjectFlag(), sObjectMgr, and GameObjectData::spawntimesecs.

Referenced by ObjectMgr::AddGOData(), MotionTransport::CreateGOPassenger(), GameEventMgr::GameEventSpawn(), gobject_commandscript::HandleGameObjectAddCommand(), gobject_commandscript::HandleGameObjectMoveCommand(), gobject_commandscript::HandleGameObjectTurnCommand(), LoadFromDB(), and PoolGroup< T >::Spawn1Object().

◆ LookupFishingHoleAround()

GameObject * GameObject::LookupFishingHoleAround ( float  range)
1409{
1410 GameObject* ok = nullptr;
1411
1412 Acore::NearestGameObjectFishingHole u_check(*this, range);
1414
1415 Cell::VisitGridObjects(this, checker, range);
1416 return ok;
1417}
static void VisitGridObjects(WorldObject const *obj, T &visitor, float radius, bool dont_load=true)
Definition: CellImpl.h:178
Definition: GridNotifiers.h:319
Definition: GridNotifiers.h:682

References Cell::VisitGridObjects().

Referenced by Use().

◆ ModifyHealth()

void GameObject::ModifyHealth ( int32  change,
Unit attackerOrHealer = nullptr,
uint32  spellId = 0 
)
Todo:
: is there any packet for healing?
2278{
2280 return;
2281
2282 // if this building doesn't have health, return
2284 return;
2285
2286 sScriptMgr->OnGameObjectModifyHealth(this, attackerOrHealer, change, sSpellMgr->GetSpellInfo(spellId));
2287
2288 // if the health isn't being changed, return
2289 if (!change)
2290 return;
2291
2293 change = 0;
2294
2295 // prevent double destructions of the same object
2296 if (change < 0 && !m_goValue.Building.Health)
2297 return;
2298
2299 if (int32(m_goValue.Building.Health) + change <= 0)
2303 else
2304 m_goValue.Building.Health += change;
2305
2306 // Set the health bar, value = 255 * healthPct;
2308
2309 Player* player = attackerOrHealer->GetCharmerOrOwnerPlayerOrPlayerItself();
2310
2311 // dealing damage, send packet
2313 if (player)
2314 {
2315 WorldPacket data(SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, 8 + 8 + 8 + 4 + 4);
2316 data << GetPackGUID();
2317 data << attackerOrHealer->GetPackGUID();
2318 data << player->GetPackGUID();
2319 data << uint32(-change); // change < 0 triggers SPELL_BUILDING_HEAL combat log event
2320 // change >= 0 triggers SPELL_BUILDING_DAMAGE event
2321 data << uint32(spellId);
2322 player->GetSession()->SendPacket(&data);
2323 }
2324
2326
2328 newState = GO_DESTRUCTIBLE_DESTROYED;
2329 else if (m_goValue.Building.Health <= GetGOInfo()->building.damagedNumHits)
2330 newState = GO_DESTRUCTIBLE_DAMAGED;
2332 newState = GO_DESTRUCTIBLE_INTACT;
2333
2334 if (newState == GetDestructibleState())
2335 return;
2336
2337 SetDestructibleState(newState, player, false);
2338}
GameObjectDestructibleState
Definition: SharedDefines.h:1626
@ SMSG_DESTRUCTIBLE_BUILDING_DAMAGE
Definition: Opcodes.h:80
void SetDestructibleState(GameObjectDestructibleState state, Player *eventInvoker=nullptr, bool setHealth=false)
Definition: GameObject.cpp:2340
GameObjectDestructibleState GetDestructibleState() const
Definition: GameObject.h:295
PackedGuid const & GetPackGUID() const
Definition: Object.h:111
Player * GetCharmerOrOwnerPlayerOrPlayerItself() const
Definition: Unit.cpp:10607
Definition: WorldPacket.h:27
void SendPacket(WorldPacket const *packet)
Send a packet to the client.
Definition: WorldSession.cpp:214

References GameObjectValue::Building, GameObjectTemplate::damagedNumHits, Unit::GetCharmerOrOwnerPlayerOrPlayerItself(), GetDestructibleState(), GetGOInfo(), Object::GetPackGUID(), Player::GetSession(), GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GameObjectValue::Health, IsDestructibleBuilding(), m_allowModifyDestructibleBuilding, m_goValue, GameObjectValue::MaxHealth, WorldSession::SendPacket(), SetDestructibleState(), SetGoAnimProgress(), SMSG_DESTRUCTIBLE_BUILDING_DAMAGE, sScriptMgr, and sSpellMgr.

Referenced by Spell::EffectGameObjectDamage(), and Spell::EffectGameObjectRepair().

◆ Refresh()

void GameObject::Refresh ( )
918{
919 // not refresh despawned not casted GO (despawned casted GO destroyed in all cases anyway)
921 return;
922
923 if (isSpawned())
924 GetMap()->AddToMap(this);
925}

References Map::AddToMap(), WorldObject::GetMap(), isSpawned(), m_respawnTime, and m_spawnedByDefault.

Referenced by BattlegroundSA::ResetObjs().

◆ RemoveFromOwner()

void GameObject::RemoveFromOwner ( )
private
122{
123 ObjectGuid ownerGUID = GetOwnerGUID();
124 if (!ownerGUID)
125 return;
126
127 if (Unit* owner = ObjectAccessor::GetUnit(*this, ownerGUID))
128 {
129 owner->RemoveGameObject(this, false);
131 return;
132 }
133
134 LOG_DEBUG("entities.gameobject", "Delete GameObject ({} Entry: {} SpellId {} LinkedGO {}) that lost references to owner {} GO list.",
135 GetGUID().ToString(), GetGOInfo()->entry, m_spellId, GetGOInfo()->GetLinkedGameObjectEntry(), ownerGUID.ToString());
136
138}
#define LOG_DEBUG(filterType__,...)
Definition: Log.h:168
void SetOwnerGUID(ObjectGuid owner)
Definition: GameObject.h:164
std::string ToString() const
Definition: ObjectGuid.cpp:47
std::string ToString() const
Definition: Position.cpp:51

References ASSERT, ObjectGuid::Empty, GetGOInfo(), Object::GetGUID(), GetOwnerGUID(), ObjectAccessor::GetUnit(), LOG_DEBUG, m_spellId, SetOwnerGUID(), ObjectGuid::ToString(), and Position::ToString().

Referenced by CleanupsBeforeDelete(), Delete(), RemoveFromWorld(), and Use().

◆ RemoveFromWorld()

void GameObject::RemoveFromWorld ( )
overridevirtual
  • Remove the gameobject from the accessor

Reimplemented from Object.

169{
171 if (IsInWorld())
172 {
173 sScriptMgr->OnGameObjectRemoveWorld(this);
174
175 if (m_zoneScript)
177
179
180 if (m_model)
181 if (GetMap()->ContainsGameObjectModel(*m_model))
183
184 if (Transport* transport = GetTransport())
185 transport->RemovePassenger(this, true);
186
187 // If linked trap exists, despawn it
188 if (GameObject* linkedTrap = GetLinkedTrap())
189 {
190 linkedTrap->Delete();
191 }
192
194
195 if (m_spawnId)
196 Acore::Containers::MultimapErasePair(GetMap()->GetGameObjectBySpawnIdStore(), m_spawnId, this);
198 }
199}
void MultimapErasePair(M< K, V, Rest... > &multimap, K const &key, V const &value)
Definition: Containers.h:226
bool Remove(KEY_TYPE const &handle)
Definition: TypeContainer.h:139
void RemoveFromWorld() override
Definition: Object.cpp:1182
void RemoveGameObjectModel(const GameObjectModel &model)
Definition: Map.h:560
virtual void OnGameObjectRemove(GameObject *)
Definition: ZoneScript.h:39

References Object::GetGUID(), GetLinkedTrap(), WorldObject::GetMap(), Map::GetObjectsStore(), WorldObject::GetTransport(), Object::IsInWorld(), m_model, m_spawnId, WorldObject::m_zoneScript, Acore::Containers::MultimapErasePair(), ZoneScript::OnGameObjectRemove(), TypeUnorderedMapContainer< OBJECT_TYPES, KEY_TYPE >::Remove(), RemoveFromOwner(), WorldObject::RemoveFromWorld(), Map::RemoveGameObjectModel(), and sScriptMgr.

Referenced by CleanupsBeforeDelete(), BattlegroundIC::PostUpdateImpl(), Map::RemoveFromMap(), Map::UnloadAll(), and go_bear_trap::go_bear_trapAI::UpdateAI().

◆ RemoveGameObjectFlag()

◆ RemoveLootMode()

void GameObject::RemoveLootMode ( uint16  lootMode)
inline
233{ m_LootMode &= ~lootMode; }

References m_LootMode.

◆ ReplaceAllDynamicFlags()

void GameObject::ReplaceAllDynamicFlags ( uint32  flag)
inlineoverridevirtual

Reimplemented from Object.

References GAMEOBJECT_DYNAMIC, and Object::SetUInt32Value().

◆ ReplaceAllGameObjectFlags()

◆ ResetDoorOrButton()

◆ ResetLootMode()

void GameObject::ResetLootMode ( )
inline
@ LOOT_MODE_DEFAULT
Definition: SharedDefines.h:43

References LOOT_MODE_DEFAULT, and m_LootMode.

Referenced by GameObject().

◆ Respawn()

◆ SaveRespawnTime() [1/2]

void GameObject::SaveRespawnTime ( )
inlineoverridevirtual

Reimplemented from WorldObject.

245{ SaveRespawnTime(0); }
void SaveRespawnTime() override
Definition: GameObject.h:245

References SaveRespawnTime().

Referenced by go_strange_pool::OnGossipHello(), Map::RemoveFromMap(), SaveRespawnTime(), and Update().

◆ SaveRespawnTime() [2/2]

void GameObject::SaveRespawnTime ( uint32  forceDelay)
1244{
1245 if (m_goData && m_goData->dbData && (forceDelay || m_respawnTime > GameTime::GetGameTime().count()) && m_spawnedByDefault)
1246 {
1247 time_t respawnTime = forceDelay ? GameTime::GetGameTime().count() + forceDelay : m_respawnTime;
1248 GetMap()->SaveGORespawnTime(m_spawnId, respawnTime);
1249 }
1250}
bool dbData
Definition: GameObjectData.h:712
void SaveGORespawnTime(ObjectGuid::LowType dbGuid, time_t &respawnTime)
Definition: Map.cpp:3383

References GameObjectData::dbData, GameTime::GetGameTime(), WorldObject::GetMap(), m_goData, m_respawnTime, m_spawnedByDefault, m_spawnId, and Map::SaveGORespawnTime().

◆ SaveStateToDB()

void GameObject::SaveStateToDB ( )
2573{
2575 {
2576 if (InstanceScript* instance = GetInstanceScript())
2577 {
2578 GOState param = GetGoState();
2579 instance->StoreGameObjectState(GetSpawnId(), GameobjectStateToInt(&param));
2580
2582 stmt->SetData(0, GetInstanceId());
2583 stmt->SetData(1, GetSpawnId());
2584 stmt->SetData(2, GameobjectStateToInt(&param));
2585 CharacterDatabase.Execute(stmt);
2586 }
2587 }
2588}
DatabaseWorkerPool< CharacterDatabaseConnection > CharacterDatabase
Accessor to the character database.
Definition: DatabaseEnv.cpp:21
@ CHAR_INSERT_INSTANCE_SAVED_DATA
Definition: CharacterDatabase.h:525
uint8 GameobjectStateToInt(GOState *state) const
Definition: GameObject.cpp:2547
uint32 GetInstanceId() const
Definition: Object.h:443

References CHAR_INSERT_INSTANCE_SAVED_DATA, CharacterDatabase, GameobjectStateToInt(), GetGoState(), WorldObject::GetInstanceId(), WorldObject::GetInstanceScript(), GetSpawnId(), IsInstanceGameobject(), and PreparedStatementBase::SetData().

Referenced by SetGoState().

◆ SaveToDB() [1/2]

void GameObject::SaveToDB ( bool  saveAddon = false)
1043{
1044 // this should only be used when the gameobject has already been loaded
1045 // preferably after adding to map, because mapid may not be valid otherwise
1046 GameObjectData const* data = sObjectMgr->GetGameObjectData(m_spawnId);
1047 if (!data)
1048 {
1049 LOG_ERROR("entities.gameobject", "GameObject::SaveToDB failed, cannot get gameobject data!");
1050 return;
1051 }
1052
1053 SaveToDB(GetMapId(), data->spawnMask, data->phaseMask, saveAddon);
1054}
void SaveToDB(bool saveAddon=false)
Definition: GameObject.cpp:1042
uint8 spawnMask
Definition: GameObjectData.h:710
uint32 GetMapId() const
Definition: Position.h:276

References WorldLocation::GetMapId(), LOG_ERROR, m_spawnId, GameObjectData::phaseMask, SaveToDB(), sObjectMgr, and GameObjectData::spawnMask.

Referenced by SaveToDB().

◆ SaveToDB() [2/2]

void GameObject::SaveToDB ( uint32  mapid,
uint8  spawnMask,
uint32  phaseMask,
bool  saveAddon = false 
)
1057{
1058 const GameObjectTemplate* goI = GetGOInfo();
1059
1060 if (!goI)
1061 return;
1062
1063 if (!m_spawnId)
1064 m_spawnId = sObjectMgr->GenerateGameObjectSpawnId();
1065
1066 // update in loaded data (changing data only in this place)
1067 GameObjectData& data = sObjectMgr->NewGOData(m_spawnId);
1068
1069 data.id = GetEntry();
1070 data.mapid = mapid;
1071 data.phaseMask = phaseMask;
1072 data.posX = GetPositionX();
1073 data.posY = GetPositionY();
1074 data.posZ = GetPositionZ();
1075 data.orientation = GetOrientation();
1079 data.go_state = GetGoState();
1080 data.spawnMask = spawnMask;
1081 data.artKit = GetGoArtKit();
1082
1083 // Update in DB
1084 WorldDatabaseTransaction trans = WorldDatabase.BeginTransaction();
1085
1086 uint8 index = 0;
1087
1089 stmt->SetData(0, m_spawnId);
1090 trans->Append(stmt);
1091
1092 stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT);
1093 stmt->SetData(index++, m_spawnId);
1094 stmt->SetData(index++, GetEntry());
1095 stmt->SetData(index++, uint16(mapid));
1096 stmt->SetData(index++, spawnMask);
1097 stmt->SetData(index++, GetPhaseMask());
1098 stmt->SetData(index++, GetPositionX());
1099 stmt->SetData(index++, GetPositionY());
1100 stmt->SetData(index++, GetPositionZ());
1101 stmt->SetData(index++, GetOrientation());
1102 stmt->SetData(index++, m_localRotation.x);
1103 stmt->SetData(index++, m_localRotation.y);
1104 stmt->SetData(index++, m_localRotation.z);
1105 stmt->SetData(index++, m_localRotation.w);
1106 stmt->SetData(index++, int32(m_respawnDelayTime));
1107 stmt->SetData(index++, GetGoAnimProgress());
1108 stmt->SetData(index++, uint8(GetGoState()));
1109 trans->Append(stmt);
1110
1111 if (saveAddon && !sObjectMgr->GetGameObjectAddon(m_spawnId))
1112 {
1113 index = 0;
1114 stmt = WorldDatabase.GetPreparedStatement(WORLD_INS_GAMEOBJECT_ADDON);
1115 stmt->SetData(index++, m_spawnId);
1116 trans->Append(stmt);
1117 }
1118
1119 WorldDatabase.CommitTransaction(trans);
1120 sScriptMgr->OnGameObjectSaveToDB(this);
1121}
SQLTransaction< WorldDatabaseConnection > WorldDatabaseTransaction
Definition: DatabaseEnvFwd.h:71
@ WORLD_INS_GAMEOBJECT
Definition: WorldDatabase.h:95
@ WORLD_INS_GAMEOBJECT_ADDON
Definition: WorldDatabase.h:102
uint8 GetGoAnimProgress() const
Definition: GameObject.h:210
uint8 GetGoArtKit() const
Definition: GameObject.h:208
uint16 mapid
Definition: GameObjectData.h:699

References GameObjectData::animprogress, GameObjectData::artKit, Object::GetEntry(), GetGoAnimProgress(), GetGoArtKit(), GetGOInfo(), GetGoState(), Position::GetOrientation(), WorldObject::GetPhaseMask(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), GameObjectData::go_state, GameObjectData::id, m_localRotation, m_respawnDelayTime, m_spawnedByDefault, m_spawnId, GameObjectData::mapid, GameObjectData::orientation, GameObjectData::phaseMask, GameObjectData::posX, GameObjectData::posY, GameObjectData::posZ, GameObjectData::rotation, PreparedStatementBase::SetData(), sObjectMgr, GameObjectData::spawnMask, GameObjectData::spawntimesecs, sScriptMgr, WORLD_DEL_GAMEOBJECT, WORLD_INS_GAMEOBJECT, WORLD_INS_GAMEOBJECT_ADDON, and WorldDatabase.

◆ SendCustomAnim()

void GameObject::SendCustomAnim ( uint32  anim)
2151{
2153 data << GetGUID();
2154 data << uint32(anim);
2155 SendMessageToSet(&data, true);
2156}
@ SMSG_GAMEOBJECT_CUSTOM_ANIM
Definition: Opcodes.h:209
virtual void SendMessageToSet(WorldPacket const *data, bool self) const
Definition: Object.cpp:2080

References Object::GetGUID(), WorldObject::SendMessageToSet(), and SMSG_GAMEOBJECT_CUSTOM_ANIM.

Referenced by Spell::EffectActivateObject(), Spell::EffectDummy(), go_gong_of_bethekk::OnGossipHello(), brann_bronzebeard::brann_bronzebeardAI::SwitchHeadVisaul(), Update(), go_suppression_device::go_suppression_deviceAI::UpdateAI(), and Use().

◆ SetDestructibleBuildingModifyState()

void GameObject::SetDestructibleBuildingModifyState ( bool  allow)
inline

◆ SetDestructibleState()

void GameObject::SetDestructibleState ( GameObjectDestructibleState  state,
Player eventInvoker = nullptr,
bool  setHealth = false 
)
2341{
2342 // the user calling this must know he is already operating on destructible gameobject
2344
2345 switch (state)
2346 {
2350 if (setHealth)
2351 {
2353 SetGoAnimProgress(255);
2354 }
2355 EnableCollision(true);
2356 break;
2358 {
2360
2361 sScriptMgr->OnGameObjectDamaged(this, eventInvoker);
2362
2363 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2364 if (Battleground* bg = bgMap->GetBG())
2365 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.damagedEvent);
2366
2369
2372 if (modelData->DamagedDisplayId)
2373 modelId = modelData->DamagedDisplayId;
2374 SetDisplayId(modelId);
2375
2376 if (setHealth)
2377 {
2379 uint32 maxHealth = m_goValue.Building.MaxHealth;
2380 // in this case current health is 0 anyway so just prevent crashing here
2381 if (!maxHealth)
2382 maxHealth = 1;
2383 SetGoAnimProgress(m_goValue.Building.Health * 255 / maxHealth);
2384 }
2385 break;
2386 }
2388 {
2389 sScriptMgr->OnGameObjectDestroyed(this, eventInvoker);
2390
2392
2393 if (BattlegroundMap* bgMap = GetMap()->ToBattlegroundMap())
2394 {
2395 if (Battleground* bg = bgMap->GetBG())
2396 {
2397 bg->EventPlayerDamagedGO(eventInvoker, this, m_goInfo->building.destroyedEvent);
2398 bg->DestroyGate(eventInvoker, this);
2399 }
2400 }
2401
2404
2407 if (modelData->DestroyedDisplayId)
2408 modelId = modelData->DestroyedDisplayId;
2409 SetDisplayId(modelId);
2410
2411 if (setHealth)
2412 {
2415 }
2416 EnableCollision(false);
2417 break;
2418 }
2420 {
2423
2424 uint32 modelId = m_goInfo->displayId;
2426 if (modelData->RebuildingDisplayId)
2427 modelId = modelData->RebuildingDisplayId;
2428 SetDisplayId(modelId);
2429
2430 // restores to full health
2431 if (setHealth)
2432 {
2434 SetGoAnimProgress(255);
2435 }
2436 EnableCollision(true);
2437 break;
2438 }
2439 }
2440}
DBCStorage< DestructibleModelDataEntry > sDestructibleModelDataStore(DestructibleModelDatafmt)
@ GO_DESTRUCTIBLE_REBUILDING
Definition: SharedDefines.h:1630
void RemoveGameObjectFlag(GameObjectFlags flags)
Definition: GameObject.h:220
void EventInform(uint32 eventId)
Definition: GameObject.cpp:2185
uint32 destructibleData
Definition: GameObjectData.h:369
uint32 rebuildingEvent
Definition: GameObjectData.h:370
uint32 destroyedEvent
Definition: GameObjectData.h:365
uint32 damagedDisplayId
Definition: GameObjectData.h:355
uint32 destroyedDisplayId
Definition: GameObjectData.h:361
uint32 damagedEvent
Definition: GameObjectData.h:360
Definition: Map.h:853
Definition: DBCStructure.h:842

References ASSERT, GameObjectValue::Building, GameObjectTemplate::building, GameObjectTemplate::damagedDisplayId, GameObjectTemplate::damagedEvent, GameObjectTemplate::damagedNumHits, GameObjectTemplate::destroyedDisplayId, GameObjectTemplate::destroyedEvent, GameObjectTemplate::destructibleData, GameObjectTemplate::displayId, EnableCollision(), EventInform(), GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GetGoType(), WorldObject::GetMap(), GO_DESTRUCTIBLE_DAMAGED, GO_DESTRUCTIBLE_DESTROYED, GO_DESTRUCTIBLE_INTACT, GO_DESTRUCTIBLE_REBUILDING, GO_FLAG_DAMAGED, GO_FLAG_DESTROYED, GameObjectValue::Health, m_goInfo, m_goValue, GameObjectValue::MaxHealth, GameObjectTemplate::rebuildingEvent, RemoveGameObjectFlag(), sDestructibleModelDataStore, SetDisplayId(), SetGameObjectFlag(), SetGoAnimProgress(), and sScriptMgr.

Referenced by Spell::EffectGameObjectSetDestructionState(), BfWGGameObjectBuilding::Init(), ModifyHealth(), instance_trial_of_the_crusader::instance_trial_of_the_crusader_InstanceMapScript::OnGameObjectCreate(), FrozenThroneResetWorker::operator()(), BattlegroundIC::PostUpdateImpl(), and BfWGGameObjectBuilding::Rebuild().

◆ SetDisplayId()

void GameObject::SetDisplayId ( uint32  displayid)

◆ SetGameObjectFlag()

void GameObject::SetGameObjectFlag ( GameObjectFlags  flags)
inline
219{ SetFlag(GAMEOBJECT_FLAGS, flags); }
void SetFlag(uint16 index, uint32 newFlag)
Definition: Object.cpp:845

References GAMEOBJECT_FLAGS, and Object::SetFlag().

Referenced by go_suppression_device::go_suppression_deviceAI::Deactivate(), go_chromaggus_lever::go_chromaggus_leverAI::GossipHello(), go_gilded_brazier::go_gilded_brazierAI::GossipHello(), go_celestial_planetarium_access::go_celestial_planetarium_accessAI::GossipHello(), LoadGameObjectFromDB(), BattlefieldWG::OnBattleStart(), instance_uldaman::instance_uldaman_InstanceMapScript::OnGameObjectCreate(), instance_blackfathom_deeps::instance_blackfathom_deeps_InstanceMapScript::OnGameObjectCreate(), instance_old_hillsbrad::instance_old_hillsbrad_InstanceMapScript::OnGameObjectCreate(), instance_razorfen_downs::instance_razorfen_downs_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_karazhan::instance_karazhan_InstanceMapScript::OnGameObjectCreate(), instance_zulgurub::instance_zulgurub_InstanceMapScript::OnGameObjectCreate(), instance_ahnkahet::instance_ahnkahet_InstanceScript::OnGameObjectCreate(), instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate(), instance_violet_hold::instance_violet_hold_InstanceMapScript::OnGameObjectCreate(), go_gong_of_bethekk::OnGossipHello(), go_elune_fire::OnGossipHello(), go_palehoof_sphere::OnGossipHello(), go_main_chambers_access_panel::OnGossipHello(), SetDestructibleState(), SwitchDoorOrButton(), and Use().

◆ SetGoAnimProgress()

void GameObject::SetGoAnimProgress ( uint8  animprogress)
inline
211{ SetByteValue(GAMEOBJECT_BYTES_1, 3, animprogress); }
void SetByteValue(uint16 index, uint8 offset, uint8 value)
Definition: Object.cpp:750

References GAMEOBJECT_BYTES_1, and Object::SetByteValue().

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), ModifyHealth(), and SetDestructibleState().

◆ SetGoArtKit() [1/2]

void GameObject::SetGoArtKit ( uint8  artkit)
1444{
1446 GameObjectData* data = const_cast<GameObjectData*>(sObjectMgr->GetGameObjectData(m_spawnId));
1447 if (data)
1448 data->artKit = kit;
1449}

References GameObjectData::artKit, GAMEOBJECT_BYTES_1, m_spawnId, Object::SetByteValue(), and sObjectMgr.

Referenced by Create(), StaticTransport::Create(), Spell::EffectActivateObject(), and SetGoArtKit().

◆ SetGoArtKit() [2/2]

void GameObject::SetGoArtKit ( uint8  artkit,
GameObject go,
ObjectGuid::LowType  lowguid = 0 
)
static
1452{
1453 const GameObjectData* data = nullptr;
1454 if (go)
1455 {
1456 go->SetGoArtKit(artkit);
1457 data = go->GetGameObjectData();
1458 }
1459 else if (lowguid)
1460 data = sObjectMgr->GetGameObjectData(lowguid);
1461
1462 if (data)
1463 const_cast<GameObjectData*>(data)->artKit = artkit;
1464}

References GetGameObjectData(), SetGoArtKit(), and sObjectMgr.

◆ SetGoState()

void GameObject::SetGoState ( GOState  state)
2478{
2480
2481 sScriptMgr->OnGameObjectStateChanged(this, state);
2482
2483 if (m_model)
2484 {
2485 if (!IsInWorld())
2486 return;
2487
2488 // pussywizard: this startOpen is unneeded here, collision depends entirely on current GOState
2490 // pussywizard: commented out everything below
2491
2492 // startOpen determines whether we are going to add or remove the LoS on activation
2493 /*bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2494
2495 if (GetGameObjectData() && GetGameObjectData()->go_state == GO_STATE_READY)
2496 startOpen = !startOpen;
2497
2498 if (state == GO_STATE_ACTIVE || state == GO_STATE_ACTIVE_ALTERNATIVE)
2499 EnableCollision(startOpen);
2500 else if (state == GO_STATE_READY)
2501 EnableCollision(!startOpen);*/
2502 }
2503 /* Whenever a gameobject inside an instance changes
2504 * save it's state on the database to be loaded properly
2505 * on server restart or crash.
2506 */
2508 {
2509 SaveStateToDB();
2510 }
2511}
bool IsAllowedToSaveToDB() const
Definition: GameObject.h:357
void SaveStateToDB()
Definition: GameObject.cpp:2572

References EnableCollision(), GAMEOBJECT_BYTES_1, GO_STATE_READY, IsAllowedToSaveToDB(), IsInstanceGameobject(), Object::IsInWorld(), IsTransport(), m_model, SaveStateToDB(), Object::SetByteValue(), and sScriptMgr.

Referenced by go_suppression_device::go_suppression_deviceAI::Activate(), boss_thorim::boss_thorimAI::CloseDoors(), Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), boss_thorim::boss_thorimAI::DamageTaken(), go_suppression_device::go_suppression_deviceAI::Deactivate(), Delete(), DespawnOrUnsummon(), go_chromaggus_lever::go_chromaggus_leverAI::GossipHello(), InstanceScript::HandleGameObject(), npc_midsummer_bonfire::Ignite(), instance_sunken_temple::instance_sunken_temple_InstanceMapScript::OnGameObjectCreate(), instance_blackfathom_deeps::instance_blackfathom_deeps_InstanceMapScript::OnGameObjectCreate(), instance_old_hillsbrad::instance_old_hillsbrad_InstanceMapScript::OnGameObjectCreate(), instance_dire_maul::instance_dire_maul_InstanceMapScript::OnGameObjectCreate(), instance_gundrak::instance_gundrak_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_karazhan::instance_karazhan_InstanceMapScript::OnGameObjectCreate(), instance_stratholme::instance_stratholme_InstanceMapScript::OnGameObjectCreate(), instance_culling_of_stratholme::instance_culling_of_stratholme_InstanceMapScript::OnGameObjectCreate(), instance_ahnkahet::instance_ahnkahet_InstanceScript::OnGameObjectCreate(), instance_pit_of_saron::instance_pit_of_saron_InstanceScript::OnGameObjectCreate(), instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate(), instance_halls_of_stone::instance_halls_of_stone_InstanceMapScript::OnGameObjectCreate(), instance_naxxramas::instance_naxxramas_InstanceMapScript::OnGameObjectCreate(), instance_halls_of_lightning::instance_halls_of_lightning_InstanceMapScript::OnGameObjectCreate(), go_palehoof_sphere::OnGossipHello(), go_bristlelimb_cage::OnGossipHello(), instance_ulduar::instance_ulduar_InstanceMapScript::OpenIfDone(), FrozenThroneResetWorker::operator()(), npc_wounded_blood_elf::npc_wounded_blood_elfAI::Reset(), BattlegroundIC::StartingEventOpenDoors(), SwitchDoorOrButton(), brann_bronzebeard::brann_bronzebeardAI::SwitchHeadVisaul(), boss_flame_leviathan::boss_flame_leviathanAI::TurnGates(), MotionTransport::Update(), Update(), InstanceScript::UpdateDoorState(), BattlegroundRV::UpdatePillars(), Use(), and npc_wounded_blood_elf::npc_wounded_blood_elfAI::WaypointReached().

◆ SetGoType()

void GameObject::SetGoType ( GameobjectTypes  type)
inline

◆ SetLinkedTrap()

void GameObject::SetLinkedTrap ( GameObject linkedTrap)
inline
262{ m_linkedTrap = linkedTrap->GetGUID(); }

References Object::GetGUID(), and m_linkedTrap.

Referenced by Create().

◆ SetLocalRotation()

void GameObject::SetLocalRotation ( G3D::Quat const &  rot)
2234{
2235 G3D::Quat rotation;
2236 // Temporary solution for gameobjects that have no rotation data in DB:
2237 if (G3D::fuzzyEq(rot.z, 0.f) && G3D::fuzzyEq(rot.w, 0.f))
2238 rotation = G3D::Quat::fromAxisAngleRotation(G3D::Vector3::unitZ(), GetOrientation());
2239 else
2240 rotation = rot;
2241
2242 rotation.unitize();
2243 m_localRotation = rotation;
2245}
void UpdatePackedRotation()
Definition: GameObject.cpp:2220

References Position::GetOrientation(), m_localRotation, and UpdatePackedRotation().

Referenced by Create(), MotionTransport::CreateMoTrans(), and SetLocalRotationAngles().

◆ SetLocalRotationAngles()

void GameObject::SetLocalRotationAngles ( float  z_rot,
float  y_rot,
float  x_rot 
)
2256{
2257 SetLocalRotation(G3D::Quat(G3D::Matrix3::fromEulerAnglesZYX(z_rot, y_rot, x_rot)));
2258}

References SetLocalRotation().

Referenced by Create(), and StaticTransport::Create().

◆ SetLootGenerationTime()

void GameObject::SetLootGenerationTime ( )
2933{
2935}

References GameTime::GetGameTime(), and m_lootGenerationTime.

Referenced by Player::SendLoot().

◆ SetLootMode()

void GameObject::SetLootMode ( uint16  lootMode)
inline

◆ SetLootRecipient() [1/2]

void GameObject::SetLootRecipient ( Creature creature)
2647{
2648 // set the player whose group should receive the right
2649 // to loot the creature after it dies
2650 // should be set to nullptr after the loot disappears
2651 if (!creature)
2652 {
2656 return;
2657 }
2658
2662}
ObjectGuid GetLootRecipientGUID() const
Definition: Creature.h:230
ObjectGuid::LowType GetLootRecipientGroupGUID() const
Definition: Creature.h:232
void ResetAllowedLooters()
Definition: Object.cpp:3197
void SetAllowedLooters(GuidUnorderedSet const looters)
Definition: Object.cpp:3192
GuidUnorderedSet const & GetAllowedLooters() const
Definition: Object.cpp:3212
void Clear()
Definition: ObjectGuid.h:138

References ObjectGuid::Clear(), WorldObject::GetAllowedLooters(), Creature::GetLootRecipientGroupGUID(), Creature::GetLootRecipientGUID(), m_lootRecipient, m_lootRecipientGroup, WorldObject::ResetAllowedLooters(), and WorldObject::SetAllowedLooters().

Referenced by boss_thorim::boss_thorimAI::DamageTaken(), and instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate().

◆ SetLootRecipient() [2/2]

void GameObject::SetLootRecipient ( Map map)
2665{
2666 Group* group = nullptr;
2667 Map::PlayerList const& PlayerList = map->GetPlayers();
2668 for (Map::PlayerList::const_iterator i = PlayerList.begin(); i != PlayerList.end(); ++i)
2669 {
2670 if (Player* groupMember = i->GetSource())
2671 {
2672 if (groupMember->IsGameMaster() || groupMember->IsSpectator())
2673 {
2674 continue;
2675 }
2676
2677 if (!m_lootRecipient)
2678 {
2679 m_lootRecipient = groupMember->GetGUID();
2680 }
2681
2682 Group* memberGroup = groupMember->GetGroup();
2683 if (memberGroup && !group)
2684 {
2685 group = memberGroup;
2687 }
2688
2689 if (memberGroup == group)
2690 {
2691 AddAllowedLooter(groupMember->GetGUID());
2692 }
2693 }
2694 }
2695
2696 if (!group)
2697 {
2699 }
2700}
Definition: LinkedList.h:139
void AddAllowedLooter(ObjectGuid guid)
Definition: Object.cpp:3187
LowType GetCounter() const
Definition: ObjectGuid.h:145
ObjectGuid GetGUID() const
Definition: Group.cpp:2306
PlayerList const & GetPlayers() const
Definition: Map.h:486
Definition: MapRefMgr.h:26
iterator begin()
Definition: MapRefMgr.h:36
iterator end()
Definition: MapRefMgr.h:37

References WorldObject::AddAllowedLooter(), MapRefMgr::begin(), MapRefMgr::end(), ObjectGuid::GetCounter(), Group::GetGUID(), Map::GetPlayers(), m_lootRecipient, and m_lootRecipientGroup.

◆ SetLootState()

void GameObject::SetLootState ( LootState  s,
Unit unit = nullptr 
)
2443{
2444 m_lootState = state;
2445
2446 if (unit)
2447 _lootStateUnitGUID = unit->GetGUID();
2448 else
2450
2451 AI()->OnStateChanged(state, unit);
2452 sScriptMgr->OnGameObjectLootStateChanged(this, state, unit);
2453
2454 // Start restock timer if the chest is partially looted or not looted at all
2455 if (GetGoType() == GAMEOBJECT_TYPE_CHEST && state == GO_ACTIVATED && GetGOInfo()->chest.chestRestockTime > 0 && m_restockTime == 0s)
2456 {
2458 }
2459
2460 // pussywizard: lootState has nothing to do with collision, it depends entirely on GOState. Loot state is for timed close/open door and respawning, which then sets GOState
2461 /*if (m_model)
2462 {
2463 // startOpen determines whether we are going to add or remove the LoS on activation
2464 bool startOpen = (GetGoType() == GAMEOBJECT_TYPE_DOOR || GetGoType() == GAMEOBJECT_TYPE_BUTTON ? GetGOInfo()->door.startOpen : false);
2465
2466 // Use the current go state
2467 if (GetGoState() == GO_STATE_ACTIVE)
2468 startOpen = !startOpen;
2469
2470 if (state == GO_ACTIVATED || state == GO_JUST_DEACTIVATED)
2471 EnableCollision(startOpen);
2472 else if (state == GO_READY)
2473 EnableCollision(!startOpen);
2474 }*/
2475}
std::chrono::seconds Seconds
Seconds shorthand typedef.
Definition: Duration.h:30
@ GO_ACTIVATED
Definition: GameObject.h:113
virtual void OnStateChanged(uint32, Unit *)
Definition: GameObjectAI.h:64
ObjectGuid _lootStateUnitGUID
Definition: GameObject.h:407
uint32 chestRestockTime
Definition: GameObjectData.h:85

References _lootStateUnitGUID, AI(), GameObjectTemplate::chestRestockTime, ObjectGuid::Clear(), GAMEOBJECT_TYPE_CHEST, GameTime::GetGameTime(), GetGOInfo(), GetGoType(), Object::GetGUID(), GO_ACTIVATED, m_lootState, m_restockTime, GameObjectAI::OnStateChanged(), and sScriptMgr.

Referenced by go_suppression_device::go_suppression_deviceAI::Activate(), Delete(), DespawnOrUnsummon(), WorldSession::DoLootRelease(), Spell::EffectOpenLock(), spell_q9452_cast_net::HandleActiveObject(), spell_q10612_10613_the_fel_and_the_furious::HandleScriptEffect(), instance_deadmines::instance_deadmines_InstanceMapScript::OnGameObjectCreate(), instance_ulduar::instance_ulduar_InstanceMapScript::OnGameObjectCreate(), instance_oculus::instance_oculus_InstanceMapScript::OnGameObjectCreate(), go_massive_seaforium_charge::OnGossipHello(), go_ulduar_working_harpoon::OnGossipHello(), go_suppression_device::OnLootStateChanged(), SmartScript::ProcessAction(), go_direbrew_mole_machine::go_direbrew_mole_machineAI::Reset(), ResetDoorOrButton(), Map::ScriptsProcess(), Player::SendLoot(), boss_flame_leviathan::boss_flame_leviathanAI::TurnHealStations(), Update(), Use(), and UseDoorOrButton().

◆ SetOwnerGUID()

void GameObject::SetOwnerGUID ( ObjectGuid  owner)
inline
165 {
166 // Owner already found and different than expected owner - remove object from old owner
167 if (owner && GetOwnerGUID() && GetOwnerGUID() != owner)
168 {
169 ABORT();
170 }
171 m_spawnedByDefault = false; // all object with owner is despawned after delay
173 }
#define ABORT
Definition: Errors.h:76
void SetGuidValue(uint16 index, ObjectGuid value)
Definition: Object.cpp:723

References ABORT, GetOwnerGUID(), m_spawnedByDefault, OBJECT_FIELD_CREATED_BY, and Object::SetGuidValue().

Referenced by Unit::AddGameObject(), Spell::EffectTransmitted(), Unit::RemoveAllGameObjects(), RemoveFromOwner(), Unit::RemoveGameObject(), and Use().

◆ SetPhaseMask()

void GameObject::SetPhaseMask ( uint32  newPhaseMask,
bool  update 
)
overridevirtual

Reimplemented from WorldObject.

2597{
2598 WorldObject::SetPhaseMask(newPhaseMask, update);
2599
2600 if (m_model && m_model->isEnabled())
2601 EnableCollision(true);
2602}
bool isEnabled() const
Definition: GameObjectModel.h:69
virtual void SetPhaseMask(uint32 newPhaseMask, bool update)
Definition: Object.cpp:2875

References EnableCollision(), GameObjectModel::isEnabled(), m_model, and WorldObject::SetPhaseMask().

Referenced by Create(), StaticTransport::Create(), instance_blackwing_lair::instance_blackwing_lair_InstanceMapScript::OnGameObjectCreate(), and instance_halls_of_reflection::instance_halls_of_reflection_InstanceMapScript::OnGameObjectCreate().

◆ SetPosition() [1/2]

void GameObject::SetPosition ( const Position pos)
inline
317{ SetPosition(pos.GetPositionX(), pos.GetPositionY(), pos.GetPositionZ(), pos.GetOrientation()); }
void SetPosition(float x, float y, float z, float o)
Definition: GameObject.cpp:2862

References Position::GetOrientation(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), and SetPosition().

Referenced by SetPosition().

◆ SetPosition() [2/2]

void GameObject::SetPosition ( float  x,
float  y,
float  z,
float  o 
)
2863{
2864 // pussywizard: do not call for MotionTransport and other gobjects not in grid
2865
2866 if (!Acore::IsValidMapCoord(x, y, z, o))
2867 return;
2868
2869 GetMap()->GameObjectRelocation(this, x, y, z, o);
2870}
bool IsValidMapCoord(float c)
Definition: GridDefines.h:216
void GameObjectRelocation(GameObject *go, float x, float y, float z, float o)
Definition: Map.cpp:1044

References Map::GameObjectRelocation(), WorldObject::GetMap(), and Acore::IsValidMapCoord().

Referenced by instance_icecrown_citadel::instance_icecrown_citadel_InstanceMapScript::OnGameObjectCreate().

◆ SetRespawnDelay()

void GameObject::SetRespawnDelay ( int32  respawn)
1314{
1315 m_respawnDelayTime = respawn > 0 ? respawn : 0;
1316}

References m_respawnDelayTime.

Referenced by go_strange_pool::OnGossipHello(), and SetRespawnTime().

◆ SetRespawnTime()

◆ SetSpawnedByDefault()

void GameObject::SetSpawnedByDefault ( bool  b)
inline

◆ SetSpellId()

void GameObject::SetSpellId ( uint32  id)
inline

◆ SetTransportPathRotation()

void GameObject::SetTransportPathRotation ( float  qx,
float  qy,
float  qz,
float  qw 
)
2248{
2253}
@ GAMEOBJECT_PARENTROTATION
Definition: UpdateFields.h:400
void SetFloatValue(uint16 index, float value)
Definition: Object.cpp:737

References GAMEOBJECT_PARENTROTATION, and Object::SetFloatValue().

Referenced by Create(), StaticTransport::Create(), MotionTransport::CreateMoTrans(), and BattlegroundSA::ResetObjs().

◆ SwitchDoorOrButton()

void GameObject::SwitchDoorOrButton ( bool  activate,
bool  alternative = false 
)
private
1467{
1468 if (activate)
1470 else
1472
1473 if (GetGoState() == GO_STATE_READY) //if closed -> open
1475 else //if open -> close
1477}
@ GO_FLAG_IN_USE
Definition: SharedDefines.h:1603

References GetGoState(), GO_FLAG_IN_USE, GO_STATE_ACTIVE, GO_STATE_ACTIVE_ALTERNATIVE, GO_STATE_READY, RemoveGameObjectFlag(), SetGameObjectFlag(), and SetGoState().

Referenced by Create(), ResetDoorOrButton(), and UseDoorOrButton().

◆ ToMotionTransport() [1/2]

◆ ToMotionTransport() [2/2]

MotionTransport const * GameObject::ToMotionTransport ( ) const
inline
329{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT) return reinterpret_cast<MotionTransport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_MO_TRANSPORT, and GetGOInfo().

◆ ToStaticTransport() [1/2]

◆ ToStaticTransport() [2/2]

StaticTransport const * GameObject::ToStaticTransport ( ) const
inline
326{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<StaticTransport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_TRANSPORT, and GetGOInfo().

◆ ToTransport() [1/2]

◆ ToTransport() [2/2]

Transport const * GameObject::ToTransport ( ) const
inline
323{ if (GetGOInfo()->type == GAMEOBJECT_TYPE_MO_TRANSPORT || GetGOInfo()->type == GAMEOBJECT_TYPE_TRANSPORT) return reinterpret_cast<Transport const*>(this); else return nullptr; }

References GAMEOBJECT_TYPE_MO_TRANSPORT, GAMEOBJECT_TYPE_TRANSPORT, and GetGOInfo().

◆ TriggeringLinkedGameObject()

void GameObject::TriggeringLinkedGameObject ( uint32  trapEntry,
Unit target 
)
1386{
1387 GameObjectTemplate const* trapInfo = sObjectMgr->GetGameObjectTemplate(trapEntry);
1388 if (!trapInfo || trapInfo->type != GAMEOBJECT_TYPE_TRAP)
1389 return;
1390
1391 SpellInfo const* trapSpell = sSpellMgr->GetSpellInfo(trapInfo->trap.spellId);
1392 if (!trapSpell) // checked at load already
1393 return;
1394
1395 // xinef: many spells have range 0 but radius > 0
1396 float range = float(target->GetSpellMaxRangeForTarget(GetOwner(), trapSpell));
1397 if (range < 1.0f)
1398 range = 5.0f;
1399
1400 // found correct GO
1401 // xinef: we should use the trap (checks for despawn type)
1402 if (GameObject* trapGO = GetLinkedTrap())
1403 {
1404 trapGO->Use(target); // trapGO->CastSpell(target, trapInfo->trap.spellId);
1405 }
1406}
uint32 spellId
Definition: GameObjectData.h:118
struct GameObjectTemplate::@227::@234 trap
float GetSpellMaxRangeForTarget(Unit const *target, SpellInfo const *spellInfo) const
Definition: Unit.cpp:15133

References GAMEOBJECT_TYPE_TRAP, GetLinkedTrap(), GetOwner(), Unit::GetSpellMaxRangeForTarget(), sObjectMgr, GameObjectTemplate::spellId, sSpellMgr, GameObjectTemplate::trap, and GameObjectTemplate::type.

Referenced by Spell::SendLoot(), and Use().

◆ Update()

void GameObject::Update ( uint32  p_time)
overridevirtual
Todo:
This is activation radius. Casting radius must be selected from spell data.
Todo:
Todo:
Move activated state code to GO_ACTIVATED, in this place just check for activation and set state.

Reimplemented from WorldObject.

Reimplemented in MotionTransport, and StaticTransport.

448{
449 if (AI())
450 AI()->UpdateAI(diff);
451 else if (!AIM_Initialize())
452 LOG_ERROR("entities.gameobject", "Could not initialize GameObjectAI");
453
454 if (m_despawnDelay)
455 {
456 if (m_despawnDelay > diff)
457 {
458 m_despawnDelay -= diff;
459 }
460 else
461 {
462 m_despawnDelay = 0;
464 }
465 }
466
467 for (std::unordered_map<ObjectGuid, int32>::iterator itr = m_SkillupList.begin(); itr != m_SkillupList.end();)
468 {
469 if (itr->second > 0)
470 {
471 if (itr->second > static_cast<int32>(diff))
472 {
473 itr->second -= static_cast<int32>(diff);
474 ++itr;
475 }
476 else
477 {
478 itr = m_SkillupList.erase(itr);
479 }
480 }
481 else
482 {
483 ++itr;
484 }
485 }
486
487 switch (m_lootState)
488 {
489 case GO_NOT_READY:
490 {
491 switch (GetGoType())
492 {
494 {
495 // Arming Time for GAMEOBJECT_TYPE_TRAP (6)
496 GameObjectTemplate const* goInfo = GetGOInfo();
497 // Bombs
498 if (goInfo->trap.type == 2)
499 m_cooldownTime = GameTime::GetGameTimeMS().count() + 10 * IN_MILLISECONDS; // Hardcoded tooltip value
500 else if (GetOwner())
502
504 break;
505 }
507 {
508 // fishing code (bobber ready)
510 {
511 // splash bobber (bobber ready now)
512 Unit* caster = GetOwner();
513 if (caster && caster->IsPlayer())
514 {
517
518 UpdateData udata;
519 WorldPacket packet;
520 BuildValuesUpdateBlockForPlayer(&udata, caster->ToPlayer());
521 udata.BuildPacket(packet);
522 caster->ToPlayer()->GetSession()->SendPacket(&packet);
523
525 }
526
527 m_lootState = GO_READY; // can be successfully open with some chance
528 }
529 return;
530 }
532 {
534 return;
535 GameObjectTemplate const* info = GetGOInfo();
536
538
540 {
542 return;
543 }
544
545 Unit* owner = GetOwner();
546 Unit* spellCaster = owner ? owner : ObjectAccessor::GetPlayer(*this, m_ritualOwnerGUID);
547 if (!spellCaster)
548 {
550 return;
551 }
552
553 uint32 spellId = info->summoningRitual.spellId;
554
555 if (spellId == 62330) // GO store nonexistent spell, replace by expected
556 {
557 // spell have reagent and mana cost but it not expected use its
558 // it triggered spell in fact casted at currently channeled GO
559 spellId = 61993;
560 }
561
562 // Cast casterTargetSpell at a random GO user
563 // on the current DB there is only one gameobject that uses this (Ritual of Doom)
564 // and its required target number is 1 (outter for loop will run once)
565 if (info->summoningRitual.casterTargetSpell && info->summoningRitual.casterTargetSpell != 1) // No idea why this field is a bool in some cases
566 for (uint32 i = 0; i < info->summoningRitual.casterTargetSpellTargets; i++)
567 // m_unique_users can contain only player GUIDs
569 spellCaster->CastSpell(target, info->summoningRitual.casterTargetSpell, true);
570
571 // finish owners spell
572 // xinef: properly process event cooldowns
573 if (owner)
574 {
575 if (Spell* spell = owner->GetCurrentSpell(CURRENT_CHANNELED_SPELL))
576 {
577 spell->SendChannelUpdate(0);
578 spell->finish(false);
579 }
580 }
581
582 // can be deleted now
585 else
587
589 spellCaster->CastSpell(spellCaster, spellId, true);
590 return;
591 }
594 {
595 return;
596 }
597 // If there is no restock timer, or if the restock timer passed, the chest becomes ready to loot
598 m_restockTime = 0s;
601 break;
602 default:
603 m_lootState = GO_READY; // for other GOis same switched without delay to GO_READY
604 break;
605 }
606 [[fallthrough]];
607 }
608 case GO_READY:
609 {
610 if (m_respawnTime > 0) // timer on
611 {
612 time_t now = GameTime::GetGameTime().count();
613 if (m_respawnTime <= now) // timer expired
614 {
615 ObjectGuid dbtableHighGuid = ObjectGuid::Create<HighGuid::GameObject>(GetEntry(), m_spawnId);
616 time_t linkedRespawntime = GetMap()->GetLinkedRespawnTime(dbtableHighGuid);
617 if (linkedRespawntime) // Can't respawn, the master is dead
618 {
619 ObjectGuid targetGuid = sObjectMgr->GetLinkedRespawnGuid(dbtableHighGuid);
620 if (targetGuid == dbtableHighGuid) // if linking self, never respawn (check delayed to next day)
622 else
623 m_respawnTime = (now > linkedRespawntime ? now : linkedRespawntime) + urand(5, MINUTE); // else copy time from master and add a little
624 SaveRespawnTime(); // also save to DB immediately
625 return;
626 }
627
628 m_respawnTime = 0;
629 m_SkillupList.clear();
630 m_usetimes = 0;
631
632 switch (GetGoType())
633 {
634 case GAMEOBJECT_TYPE_FISHINGNODE: // can't fish now
635 {
636 Unit* caster = GetOwner();
637 if (caster && caster->IsPlayer())
638 {
639 caster->ToPlayer()->RemoveGameObject(this, false);
640
642 caster->ToPlayer()->GetSession()->SendPacket(&data);
643 }
644 // can be delete
646 return;
647 }
650 //we need to open doors if they are closed (add there another condition if this code breaks some usage, but it need to be here for battlegrounds)
651 if (GetGoState() != GO_STATE_READY)
653 break;
655 // Initialize a new max fish count on respawn
657 break;
658 default:
659 break;
660 }
661
662 if (!m_spawnedByDefault) // despawn timer
663 {
664 // can be despawned or destroyed
666 return;
667 }
668
669 // Xinef: Call AI Reset (required for example in SmartAI to clear one time events)
670 if (AI())
671 AI()->Reset();
672
673 // respawn timer
674 uint32 poolid = m_spawnId ? sPoolMgr->IsPartOfAPool<GameObject>(m_spawnId) : 0;
675 if (poolid)
676 sPoolMgr->UpdatePool<GameObject>(poolid, m_spawnId);
677 else
678 GetMap()->AddToMap(this);
679 }
680 }
681
682 if (isSpawned())
683 {
684 // traps can have time and can not have
685 GameObjectTemplate const* goInfo = GetGOInfo();
686 if (goInfo->type == GAMEOBJECT_TYPE_TRAP)
687 {
689 break;
690
691 // Type 2 - Bomb (will go away after casting it's spell)
692 if (goInfo->trap.type == 2)
693 {
695 break;
696 }
697
700 float radius = float(goInfo->trap.diameter) * 0.5f;
701 if (!goInfo->trap.diameter)
702 {
703 // Cast in other case (at some triggering/linked go/etc explicit call)
704 if (goInfo->trap.cooldown != 3 || m_respawnTime > 0)
705 {
706 break;
707 }
708
709 radius = 3.f;
710 }
711
712 // Type 0 and 1 - trap (type 0 will not get removed after casting a spell)
713 Unit* owner = GetOwner();
714 Unit* target = nullptr; // pointer to appropriate target if found any
715
716 // Note: this hack with search required until GO casting not implemented
717 // search unfriendly creature
718 if (owner && goInfo->trap.autoCloseTime != -1) // hunter trap
719 {
722 Cell::VisitAllObjects(this, searcher, radius);
723 }
724 else // environmental trap
725 {
726 // environmental damage spells already have around enemies targeting but this not help in case not existed GO casting support
727 // affect only players
728 Player* player = nullptr;
729 Acore::AnyPlayerInObjectRangeCheck checker(this, radius, true, true);
730 Acore::PlayerSearcher<Acore::AnyPlayerInObjectRangeCheck> searcher(this, player, checker);
731 Cell::VisitWorldObjects(this, searcher, radius);
732 target = player;
733 }
734
735 if (target)
736 {
737 SetLootState(GO_ACTIVATED, target);
738 }
739 }
740 else if (uint32 max_charges = goInfo->GetCharges())
741 {
742 if (m_usetimes >= max_charges)
743 {
744 m_usetimes = 0;
745 SetLootState(GO_JUST_DEACTIVATED); // can be despawned or destroyed
746 }
747 }
748 }
749
750 break;
751 }
752 case GO_ACTIVATED:
753 {
754 switch (GetGoType())
755 {
758 if (GetGOInfo()->GetAutoCloseTime() && GameTime::GetGameTimeMS().count() >= m_cooldownTime)
760 break;
763 {
765
767 }
768 break;
771 {
772 if (m_groupLootTimer <= diff)
773 {
774 Group* group = sGroupMgr->GetGroupByGUID(lootingGroupLowGUID);
775 if (group)
776 group->EndRoll(&loot, GetMap());
779 }
780 else
781 {
782 m_groupLootTimer -= diff;
783 }
784 }
785
786 // Non-consumable chest was partially looted and restock time passed, restock all loot now
788 {
789 m_restockTime = 0s;
792 }
793 break;
795 {
796 GameObjectTemplate const* goInfo = GetGOInfo();
797 if (goInfo->trap.type == 2)
798 {
799 if (goInfo->trap.spellId)
800 CastSpell(nullptr, goInfo->trap.spellId); // FIXME: null target won't work for target type 1
802 }
803 else if (Unit* target = ObjectAccessor::GetUnit(*this, _lootStateUnitGUID))
804 {
805 if (goInfo->trap.spellId)
806 CastSpell(target, goInfo->trap.spellId);
807
808 m_cooldownTime = GameTime::GetGameTimeMS().count() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
809
810 if (goInfo->trap.type == 1)
812 else if (!goInfo->trap.type)
814
815 // Battleground gameobjects have data2 == 0 && data5 == 3
816 if (!goInfo->trap.diameter && goInfo->trap.cooldown == 3)
817 if (Player* player = target->ToPlayer())
818 if (Battleground* bg = player->GetBattleground())
819 bg->HandleTriggerBuff(this);
820 }
821 break;
822 }
823 default:
824 break;
825 }
826 break;
827 }
829 {
830 // If nearby linked trap exists, despawn it
831 if (GameObject* linkedTrap = GetLinkedTrap())
832 {
833 linkedTrap->DespawnOrUnsummon();
834 }
835
836 //if Gameobject should cast spell, then this, but some GOs (type = 10) should be destroyed
838 {
840
841 //any return here in case battleground traps
842 // Xinef: Do not return here for summoned gos that should be deleted few lines below
843 // Xinef: Battleground objects are treated as spawned by default
844 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
845 if ((addon->flags & GO_FLAG_NODESPAWN) && isSpawnedByDefault())
846 return;
847 }
848
849 loot.clear();
850
851 // Do not delete chests or goobers that are not consumed on loot, while still allowing them to despawn when they expire if summoned
852 bool isSummonedAndExpired = (GetOwner() || GetSpellId()) && m_respawnTime == 0;
853 if ((GetGoType() == GAMEOBJECT_TYPE_CHEST || GetGoType() == GAMEOBJECT_TYPE_GOOBER) && !GetGOInfo()->IsDespawnAtAction() && !isSummonedAndExpired)
854 {
856 {
857 // Start restock timer when the chest is fully looted
861 }
862 else
863 {
865 }
866
868 return;
869 }
870 else if (GetOwnerGUID() || GetSpellId())
871 {
873 Delete();
874 return;
875 }
876
878
879 //burning flags in some battlegrounds, if you find better condition, just add it
880 if (GetGOInfo()->IsDespawnAtAction() || GetGoAnimProgress() > 0)
881 {
883 //reset flags
884 if (GameObjectTemplateAddon const* addon = GetTemplateAddon())
886 }
887
889 return;
890
892 {
893 m_respawnTime = 0;
894 DestroyForNearbyPlayers(); // xinef: old UpdateObjectVisibility();
895 return;
896 }
897
899
900 // if option not set then object will be saved at grid unload
901 if (GetMap()->IsDungeon())
903
904 DestroyForNearbyPlayers(); // xinef: old UpdateObjectVisibility();
905 break;
906 }
907 }
908
909 sScriptMgr->OnGameObjectUpdate(this, diff);
910}
constexpr auto DAY
Definition: Common.h:49
#define FISHING_BOBBER_READY_TIME
Definition: GameObject.h:118
@ GAMEOBJECT_TYPE_BUTTON
Definition: SharedDefines.h:1561
@ SMSG_FISH_ESCAPED
Definition: Opcodes.h:487
auto SelectRandomContainerElement(C const &container) -> typename std::add_const< decltype(*std::begin(container))>::type &
Definition: Containers.h:133
Milliseconds GetGameTimeMS()
Definition: GameTime.cpp:43
virtual void UpdateAI(uint32)
Definition: GameObjectAI.h:41
virtual void Reset()
Definition: GameObjectAI.h:45
void CheckRitualList()
Definition: GameObject.cpp:201
void Delete()
Definition: GameObject.cpp:979
uint32 GetUniqueUseCount() const
Definition: GameObject.h:243
bool isSpawnedByDefault() const
Definition: GameObject.h:196
void SendCustomAnim(uint32 anim)
Definition: GameObject.cpp:2150
void ResetDoorOrButton()
Definition: GameObject.cpp:1419
void DespawnOrUnsummon(Milliseconds delay=0ms, Seconds forcedRespawnTime=0s)
Definition: GameObject.cpp:933
void CastSpell(Unit *target, uint32 spell)
Definition: GameObject.cpp:2085
ObjectGuid m_ritualOwnerGUID
Definition: GameObject.h:383
uint32 startDelay
Definition: GameObjectData.h:122
uint32 casterTargetSpell
Definition: GameObjectData.h:235
bool IsDespawnAtAction() const
Definition: GameObjectData.h:397
uint32 GetCharges() const
Definition: GameObjectData.h:479
uint32 reqParticipants
Definition: GameObjectData.h:231
uint32 consumable
Definition: GameObjectData.h:86
uint32 cooldown
Definition: GameObjectData.h:120
uint32 ritualPersistent
Definition: GameObjectData.h:234
uint32 autoCloseTime
Definition: GameObjectData.h:47
uint32 casterTargetSpellTargets
Definition: GameObjectData.h:236
uint32 diameter
Definition: GameObjectData.h:117
void BuildValuesUpdateBlockForPlayer(UpdateData *data, Player *target)
Definition: Object.cpp:257
bool IsPlayer() const
Definition: Object.h:197
Player * ToPlayer()
Definition: Object.h:198
void AddToObjectUpdateIfNeeded()
Definition: Object.cpp:524
void DestroyForNearbyPlayers()
Definition: Object.cpp:2944
Definition: UpdateData.h:52
bool BuildPacket(WorldPacket &packet)
Definition: UpdateData.cpp:48
void RemoveGameObject(GameObject *gameObj, bool del)
Definition: Unit.cpp:6197
Spell * GetCurrentSpell(CurrentSpellTypes spellType) const
Definition: Unit.h:1468
static void VisitAllObjects(WorldObject const *obj, T &visitor, float radius, bool dont_load=true)
Definition: CellImpl.h:206
static void VisitWorldObjects(WorldObject const *obj, T &visitor, float radius, bool dont_load=true)
Definition: CellImpl.h:192
Definition: GridNotifiers.h:389
Definition: GridNotifiers.h:510
Definition: GridNotifiers.h:1354
void EndRoll(Loot *loot, Map *allowedMap)
Definition: Group.cpp:1411
void clear()
Definition: LootMgr.h:343
time_t GetLinkedRespawnTime(ObjectGuid guid) const
Definition: Map.cpp:3581

References _lootStateUnitGUID, Map::AddToMap(), Object::AddToObjectUpdateIfNeeded(), AI(), AIM_Initialize(), GameObjectTemplate::autoCloseTime, UpdateData::BuildPacket(), Object::BuildValuesUpdateBlockForPlayer(), GameObjectTemplate::casterTargetSpell, GameObjectTemplate::casterTargetSpellTargets, Unit::CastSpell(), CastSpell(), CheckRitualList(), GameObjectTemplate::chest, GameObjectTemplate::chestRestockTime, Loot::clear(), ClearRitualList(), GameObjectTemplate::consumable, GameObjectTemplate::cooldown, CURRENT_CHANNELED_SPELL, DAY, Delete(), DespawnOrUnsummon(), WorldObject::DestroyForNearbyPlayers(), GameObjectTemplate::diameter, Group::EndRoll(), FISHING_BOBBER_READY_TIME, GameObjectValue::FishingHole, GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_CHEST, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_SUMMONING_RITUAL, GAMEOBJECT_TYPE_TRAP, GameObjectTemplate::GetCharges(), Unit::GetCurrentSpell(), Object::GetEntry(), GameTime::GetGameTime(), GameTime::GetGameTimeMS(), GetGoAnimProgress(), GetGOInfo(), GetGoState(), GetGoType(), Object::GetGUID(), Map::GetLinkedRespawnTime(), GetLinkedTrap(), WorldObject::GetMap(), GetOwner(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), Player::GetSession(), GetSpellId(), GetTemplateAddon(), GetUniqueUseCount(), ObjectAccessor::GetUnit(), GO_ACTIVATED, GO_FLAG_IN_USE, GO_FLAG_NODESPAWN, GO_JUST_DEACTIVATED, GO_NOT_READY, GO_READY, GO_STATE_ACTIVE, GO_STATE_READY, IN_MILLISECONDS, GameObjectTemplate::IsDespawnAtAction(), Object::IsPlayer(), isSpawned(), isSpawnedByDefault(), LOG_ERROR, loot, lootingGroupLowGUID, m_cooldownTime, m_despawnDelay, m_despawnRespawnTime, m_goValue, m_groupLootTimer, m_lootState, m_respawnDelayTime, m_respawnTime, m_restockTime, m_ritualOwnerGUID, m_SkillupList, m_spawnedByDefault, m_spawnId, m_unique_users, m_usetimes, GameObjectValue::MaxOpens, GameObjectTemplate::maxSuccessOpens, GameObjectTemplate::minSuccessOpens, MINUTE, Unit::RemoveGameObject(), RemoveGameObjectFlag(), ReplaceAllGameObjectFlags(), GameObjectTemplate::reqParticipants, GameObjectAI::Reset(), ResetDoorOrButton(), GameObjectTemplate::ritualPersistent, SaveRespawnTime(), Acore::Containers::SelectRandomContainerElement(), SendCustomAnim(), WorldObject::SendObjectDeSpawnAnim(), WorldSession::SendPacket(), SetGoState(), SetLootState(), SetRespawnTime(), sGroupMgr, SMSG_FISH_ESCAPED, sObjectMgr, GameObjectTemplate::spellId, sPoolMgr, sScriptMgr, GameObjectTemplate::startDelay, GameObjectTemplate::summoningRitual, Object::ToPlayer(), GameObjectTemplate::trap, GameObjectTemplate::type, GameObjectAI::UpdateAI(), WorldObject::UpdateObjectVisibility(), urand(), Cell::VisitAllObjects(), and Cell::VisitWorldObjects().

Referenced by StaticTransport::Update().

◆ UpdateModel()

void GameObject::UpdateModel ( )
protected
2620{
2621 if (!IsInWorld())
2622 return;
2623 if (m_model)
2624 if (GetMap()->ContainsGameObjectModel(*m_model))
2626 delete m_model;
2627 m_model = CreateModel();
2628 if (m_model)
2630}

References CreateModel(), WorldObject::GetMap(), Map::InsertGameObjectModel(), Object::IsInWorld(), m_model, and Map::RemoveGameObjectModel().

Referenced by SetDisplayId().

◆ UpdateModelPosition()

void GameObject::UpdateModelPosition ( )

◆ UpdatePackedRotation()

void GameObject::UpdatePackedRotation ( )
private
2221{
2222 static const int32 PACK_YZ = 1 << 20;
2223 static const int32 PACK_X = PACK_YZ << 1;
2224 static const int32 PACK_YZ_MASK = (PACK_YZ << 1) - 1;
2225 static const int32 PACK_X_MASK = (PACK_X << 1) - 1;
2226 int8 w_sign = (m_localRotation.w >= 0.f ? 1 : -1);
2227 int64 x = int32(m_localRotation.x * PACK_X) * w_sign & PACK_X_MASK;
2228 int64 y = int32(m_localRotation.y * PACK_YZ) * w_sign & PACK_YZ_MASK;
2229 int64 z = int32(m_localRotation.z * PACK_YZ) * w_sign & PACK_YZ_MASK;
2230 m_packedRotation = z | (y << 21) | (x << 42);
2231}
std::int8_t int8
Definition: Define.h:105
std::int64_t int64
Definition: Define.h:102

References m_localRotation, and m_packedRotation.

Referenced by SetLocalRotation().

◆ Use()

void GameObject::Use ( Unit user)
1480{
1481 // Xinef: we cannot use go with not selectable flags
1483 return;
1484
1485 // by default spell caster is user
1486 Unit* spellCaster = user;
1487 uint32 spellId = 0;
1488 bool triggered = false;
1489
1490 if (Player* playerUser = user->ToPlayer())
1491 {
1492 if (sScriptMgr->OnGossipHello(playerUser, this))
1493 return;
1494
1495 if (AI()->GossipHello(playerUser, false))
1496 return;
1497 }
1498
1499 // If cooldown data present in template
1500 if (uint32 cooldown = GetGOInfo()->GetCooldown())
1501 {
1503 return;
1504
1506 }
1507
1508 switch (GetGoType())
1509 {
1510 case GAMEOBJECT_TYPE_DOOR: //0
1511 //doors/buttons never really despawn, only reset to default state/flags
1512 UseDoorOrButton(0, false, user);
1513 return;
1514 case GAMEOBJECT_TYPE_BUTTON: //1
1515 //doors/buttons never really despawn, only reset to default state/flags
1516 UseDoorOrButton(0, false, user);
1517
1518 // Xinef: properly link possible traps
1519 if (uint32 trapEntry = GetGOInfo()->button.linkedTrap)
1520 TriggeringLinkedGameObject(trapEntry, user);
1521 return;
1523 {
1524 if (!user->IsPlayer())
1525 return;
1526
1527 Player* player = user->ToPlayer();
1528
1529 player->PrepareGossipMenu(this, GetGOInfo()->questgiver.gossipID, true);
1530 player->SendPreparedGossip(this);
1531 return;
1532 }
1533 case GAMEOBJECT_TYPE_TRAP: //6
1534 {
1535 GameObjectTemplate const* goInfo = GetGOInfo();
1536 if (goInfo->trap.spellId)
1537 CastSpell(user, goInfo->trap.spellId);
1538
1539 m_cooldownTime = GameTime::GetGameTimeMS().count() + (goInfo->trap.cooldown ? goInfo->trap.cooldown : uint32(4)) * IN_MILLISECONDS; // template or 4 seconds
1540
1541 if (goInfo->trap.type == 1) // Deactivate after trigger
1543
1544 return;
1545 }
1546 //Sitting: Wooden bench, chairs enzz
1547 case GAMEOBJECT_TYPE_CHAIR: //7
1548 {
1549 GameObjectTemplate const* info = GetGOInfo();
1550 if (!info)
1551 return;
1552
1553 if (!user->IsPlayer())
1554 return;
1555
1556 if (ChairListSlots.empty()) // this is called once at first chair use to make list of available slots
1557 {
1558 if (info->chair.slots > 0) // sometimes chairs in DB have error in fields and we dont know number of slots
1559 for (uint32 i = 0; i < info->chair.slots; ++i)
1560 ChairListSlots[i].Clear(); // Last user of current slot set to 0 (none sit here yet)
1561 else
1562 ChairListSlots[0].Clear(); // error in DB, make one default slot
1563 }
1564
1565 Player* player = user->ToPlayer();
1566
1567 // a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
1568
1569 float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
1570
1571 uint32 nearest_slot = 0;
1572 float x_lowest = GetPositionX();
1573 float y_lowest = GetPositionY();
1574
1575 // the object orientation + 1/2 pi
1576 // every slot will be on that straight line
1577 float orthogonalOrientation = GetOrientation() + M_PI * 0.5f;
1578 // find nearest slot
1579 bool found_free_slot = false;
1580 for (ChairSlotAndUser::iterator itr = ChairListSlots.begin(); itr != ChairListSlots.end(); ++itr)
1581 {
1582 // the distance between this slot and the center of the go - imagine a 1D space
1583 float relativeDistance = (info->size * itr->first) - (info->size * (info->chair.slots - 1) / 2.0f);
1584
1585 float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
1586 float y_i = GetPositionY() + relativeDistance * std::sin(orthogonalOrientation);
1587
1588 if (itr->second)
1589 {
1590 if (Player* ChairUser = ObjectAccessor::GetPlayer(*this, itr->second))
1591 {
1592 if (ChairUser->IsSitState() && ChairUser->getStandState() != UNIT_STAND_STATE_SIT && ChairUser->GetExactDist2d(x_i, y_i) < 0.1f)
1593 continue; // This seat is already occupied by ChairUser. NOTE: Not sure if the ChairUser->getStandState() != UNIT_STAND_STATE_SIT check is required.
1594 else
1595 itr->second.Clear(); // This seat is unoccupied.
1596 }
1597 else
1598 itr->second.Clear(); // The seat may of had an occupant, but they're offline.
1599 }
1600
1601 found_free_slot = true;
1602
1603 // calculate the distance between the player and this slot
1604 float thisDistance = player->GetDistance2d(x_i, y_i);
1605
1606 if (thisDistance <= lowestDist)
1607 {
1608 nearest_slot = itr->first;
1609 lowestDist = thisDistance;
1610 x_lowest = x_i;
1611 y_lowest = y_i;
1612 }
1613 }
1614
1615 if (found_free_slot)
1616 {
1617 ChairSlotAndUser::iterator itr = ChairListSlots.find(nearest_slot);
1618 if (itr != ChairListSlots.end())
1619 {
1620 itr->second = player->GetGUID(); //this slot in now used by player
1623 return;
1624 }
1625 }
1626
1627 return;
1628 }
1629 //big gun, its a spell/aura
1630 case GAMEOBJECT_TYPE_GOOBER: //10
1631 {
1632 GameObjectTemplate const* info = GetGOInfo();
1633
1634 // xinef: Goober cannot be used with this flag, skip
1636 return;
1637
1638 if (user->IsPlayer())
1639 {
1640 Player* player = user->ToPlayer();
1641
1642 if (info->goober.pageId) // show page...
1643 {
1645 data << GetGUID();
1646 player->GetSession()->SendPacket(&data);
1647 }
1648 else if (info->goober.gossipID)
1649 {
1650 player->PrepareGossipMenu(this, info->goober.gossipID);
1651 player->SendPreparedGossip(this);
1652 }
1653
1654 if (info->goober.eventId)
1655 {
1656 LOG_DEBUG("maps.script", "Goober ScriptStart id {} for GO entry {} (spawnId {}).", info->goober.eventId, GetEntry(), m_spawnId);
1657 GetMap()->ScriptsStart(sEventScripts, info->goober.eventId, player, this);
1658 EventInform(info->goober.eventId);
1659 }
1660
1661 // possible quest objective for active quests
1662 if (info->goober.questId && sObjectMgr->GetQuestTemplate(info->goober.questId))
1663 {
1664 //Quest require to be active for GO using
1666 break;
1667 }
1668
1669 if (Battleground* bg = player->GetBattleground())
1670 bg->EventPlayerUsedGO(player, this);
1671
1672 if (Group* group = player->GetGroup())
1673 {
1674 for (GroupReference const* itr = group->GetFirstMember(); itr != nullptr; itr = itr->next())
1675 {
1676 if (Player* member = itr->GetSource())
1677 {
1678 if (member->IsAtGroupRewardDistance(this))
1679 {
1680 member->KillCreditGO(info->entry, GetGUID());
1681 }
1682 }
1683 }
1684 }
1685 else
1686 {
1687 player->KillCreditGO(info->entry, GetGUID());
1688 }
1689 }
1690
1691 if (uint32 trapEntry = info->goober.linkedTrapId)
1692 TriggeringLinkedGameObject(trapEntry, user);
1693
1694 if (info->GetAutoCloseTime())
1695 {
1698 if (!info->goober.customAnim)
1700 }
1701
1702 // this appear to be ok, however others exist in addition to this that should have custom (ex: 190510, 188692, 187389)
1703 if (info->goober.customAnim)
1705
1707
1708 // cast this spell later if provided
1709 spellId = info->goober.spellId;
1710 spellCaster = user;
1711
1712 break;
1713 }
1714 case GAMEOBJECT_TYPE_CAMERA: //13
1715 {
1716 GameObjectTemplate const* info = GetGOInfo();
1717 if (!info)
1718 return;
1719
1720 if (!user->IsPlayer())
1721 return;
1722
1723 Player* player = user->ToPlayer();
1724
1725 if (info->camera.cinematicId)
1726 player->SendCinematicStart(info->camera.cinematicId);
1727
1728 if (info->camera.eventID)
1729 {
1730 GetMap()->ScriptsStart(sEventScripts, info->camera.eventID, player, this);
1731 EventInform(info->camera.eventID);
1732 }
1733
1734 return;
1735 }
1736 //fishing bobber
1738 {
1739 Player* player = user->ToPlayer();
1740 if (!player)
1741 return;
1742
1743 if (player->GetGUID() != GetOwnerGUID())
1744 return;
1745
1746 switch (getLootState())
1747 {
1748 case GO_READY: // ready for loot
1749 {
1750 uint32 zone, subzone;
1751 GetZoneAndAreaId(zone, subzone);
1752
1753 int32 zone_skill = sObjectMgr->GetFishingBaseSkillLevel(subzone);
1754 if (!zone_skill)
1755 zone_skill = sObjectMgr->GetFishingBaseSkillLevel(zone);
1756
1757 //provide error, no fishable zone or area should be 0
1758 if (!zone_skill)
1759 LOG_ERROR("sql.sql", "Fishable areaId {} are not properly defined in `skill_fishing_base_level`.", subzone);
1760
1761 int32 skill = player->GetSkillValue(SKILL_FISHING);
1762
1763 int32 chance;
1764 if (skill < zone_skill)
1765 {
1766 chance = int32(pow((double)skill / zone_skill, 2) * 100);
1767 if (chance < 1)
1768 chance = 1;
1769 }
1770 else
1771 chance = 100;
1772
1773 int32 roll = irand(1, 100);
1774
1775 LOG_DEBUG("entities.gameobject", "Fishing check (skill: {} zone min skill: {} chance {} roll: {}", skill, zone_skill, chance, roll);
1776
1777 if (sScriptMgr->OnUpdateFishingSkill(player, skill, zone_skill, chance, roll))
1778 {
1779 player->UpdateFishingSkill();
1780 }
1781 // but you will likely cause junk in areas that require a high fishing skill (not yet implemented)
1782 if (chance >= roll)
1783 {
1784 //TODO: I do not understand this hack. Need some explanation.
1785 // prevent removing GO at spell cancel
1787 SetOwnerGUID(player->GetGUID());
1788 SetSpellId(0); // prevent removing unintended auras at Unit::RemoveGameObject
1789
1790 //TODO: find reasonable value for fishing hole search
1792 if (ok)
1793 {
1794 ok->Use(player);
1796 }
1797 else
1798 player->SendLoot(GetGUID(), LOOT_FISHING);
1799 }
1800 else // else: junk
1802 break;
1803 }
1804 case GO_JUST_DEACTIVATED: // nothing to do, will be deleted at next update
1805 break;
1806 default:
1807 {
1809
1811 player->GetSession()->SendPacket(&data);
1812 break;
1813 }
1814 }
1815 player->FinishSpell(CURRENT_CHANNELED_SPELL, true);
1816 return;
1817 }
1818
1820 {
1821 if (!user->IsPlayer())
1822 return;
1823
1824 Player* player = user->ToPlayer();
1825 Unit* owner = GetOwner();
1826 GameObjectTemplate const* info = GetGOInfo();
1827
1828 // ritual owner is set for GO's without owner (not summoned)
1829 if (!m_ritualOwnerGUID && !owner)
1830 m_ritualOwnerGUID = player->GetGUID();
1831
1832 if (owner)
1833 {
1834 if (!owner->IsPlayer())
1835 return;
1836
1837 // accept only use by player from same group as owner, excluding owner itself (unique use already added in spell effect)
1838 if (player == owner->ToPlayer() || (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(owner->ToPlayer())))
1839 return;
1840
1841 // expect owner to already be channeling, so if not...
1843 return;
1844 }
1845 else
1846 {
1847 Player* ritualOwner = ObjectAccessor::GetPlayer(*this, m_ritualOwnerGUID);
1848 if (!ritualOwner)
1849 return;
1850 if (player != ritualOwner && (info->summoningRitual.castersGrouped && !player->IsInSameRaidWith(ritualOwner)))
1851 return;
1852 }
1853
1855
1857 return;
1858
1859 if (info->summoningRitual.animSpell)
1860 player->CastSpell(player, info->summoningRitual.animSpell, true);
1861 else
1862 player->CastSpell(player, GetSpellId(),
1866
1867 AddUniqueUse(player);
1868
1869 // full amount unique participants including original summoner
1871 {
1873
1874 // channel ready, maintain this
1876 }
1877
1878 return;
1879 }
1881 {
1882 GameObjectTemplate const* info = GetGOInfo();
1883 if (!info)
1884 return;
1885
1886 if (info->spellcaster.partyOnly)
1887 {
1888 if (!user->IsPlayer())
1889 return;
1890 if (ObjectGuid ownerGuid = GetOwnerGUID())
1891 {
1892 if (user->GetGUID() != ownerGuid)
1893 {
1894 Group* group = user->ToPlayer()->GetGroup();
1895 if (!group)
1896 return;
1897 if (!group->IsMember(ownerGuid))
1898 return;
1899 }
1900 }
1901 }
1902
1904 spellId = info->spellcaster.spellId;
1905 break;
1906 }
1908 {
1909 GameObjectTemplate const* info = GetGOInfo();
1910
1911 if (!user->IsPlayer())
1912 return;
1913
1914 Player* player = user->ToPlayer();
1915
1916 Player* targetPlayer = ObjectAccessor::FindPlayer(player->GetTarget());
1917
1918 // accept only use by player from same raid as caster
1919 if (!targetPlayer || !targetPlayer->IsInSameRaidWith(player))
1920 return;
1921
1922 //required lvl checks!
1923 uint8 level = player->GetLevel();
1924 if (level < info->meetingstone.minLevel)
1925 return;
1926 level = targetPlayer->GetLevel();
1927 if (level < info->meetingstone.minLevel)
1928 return;
1929
1930 spellId = 23598; // Meeting Stone Summon
1931
1932 break;
1933 }
1934
1935 case GAMEOBJECT_TYPE_FLAGSTAND: // 24
1936 {
1937 if (!user->IsPlayer())
1938 return;
1939
1940 Player* player = user->ToPlayer();
1941
1942 if (player->CanUseBattlegroundObject(this))
1943 {
1944 // in battleground check
1945 Battleground* bg = player->GetBattleground();
1946 if (!bg)
1947 return;
1948
1949 if (player->GetVehicle())
1950 return;
1951
1954 // BG flag click
1955 // AB:
1956 // 15001
1957 // 15002
1958 // 15003
1959 // 15004
1960 // 15005
1961 bg->EventPlayerClickedOnFlag(player, this);
1962 return; //we don;t need to delete flag ... it is despawned!
1963 }
1964 break;
1965 }
1966
1967 case GAMEOBJECT_TYPE_FISHINGHOLE: // 25
1968 {
1969 if (!user->IsPlayer())
1970 return;
1971
1972 Player* player = user->ToPlayer();
1973
1974 player->SendLoot(GetGUID(), LOOT_FISHINGHOLE);
1976 return;
1977 }
1978
1979 case GAMEOBJECT_TYPE_FLAGDROP: // 26
1980 {
1981 if (!user->IsPlayer())
1982 return;
1983
1984 Player* player = user->ToPlayer();
1985
1986 if (player->CanUseBattlegroundObject(this))
1987 {
1988 // in battleground check
1989 Battleground* bg = player->GetBattleground();
1990 if (!bg)
1991 return;
1992
1993 if (player->GetVehicle())
1994 return;
1995
1998 // BG flag dropped
1999 // WS:
2000 // 179785 - Silverwing Flag
2001 // 179786 - Warsong Flag
2002 // EotS:
2003 // 184142 - Netherstorm Flag
2004 GameObjectTemplate const* info = GetGOInfo();
2005 if (info)
2006 {
2008 {
2009 GameObject::gameObjectToEventFlag[info->entry](player, this, bg);
2010 }
2011 else
2012 {
2013 switch (info->entry)
2014 {
2015 case 179785: // Silverwing Flag
2016 case 179786: // Warsong Flag
2017 if (bg->GetBgTypeID(true) == BATTLEGROUND_WS)
2018 bg->EventPlayerClickedOnFlag(player, this);
2019 break;
2020 case 184142: // Netherstorm Flag
2021 if (bg->GetBgTypeID(true) == BATTLEGROUND_EY)
2022 bg->EventPlayerClickedOnFlag(player, this);
2023 break;
2024 }
2025 }
2026 }
2027 //this cause to call return, all flags must be deleted here!!
2028 spellId = 0;
2029 Delete();
2030 }
2031 break;
2032 }
2034 {
2035 GameObjectTemplate const* info = GetGOInfo();
2036 if (!info)
2037 return;
2038
2039 if (!user->IsPlayer())
2040 return;
2041
2042 Player* player = user->ToPlayer();
2043
2044 // fallback, will always work
2046
2048 player->GetSession()->SendPacket(&data);
2049
2051 return;
2052 }
2053 default:
2055 LOG_ERROR("entities.gameobject", "GameObject::Use(): unit ({}, name: {}) tries to use object ({}, name: {}) of unknown type ({})",
2056 user->GetGUID().ToString(), user->GetName(), GetGUID().ToString(), GetGOInfo()->name, GetGoType());
2057 break;
2058 }
2059
2060 if (!spellId)
2061 return;
2062
2063 SpellInfo const* spellInfo = sSpellMgr->GetSpellInfo(spellId);
2064 if (!spellInfo)
2065 {
2066 if (!user->IsPlayer() || !sOutdoorPvPMgr->HandleCustomSpell(user->ToPlayer(), spellId, this))
2067 LOG_ERROR("entities.gameobject", "WORLD: unknown spell id {} at use action for gameobject (Entry: {} GoType: {})", spellId, GetEntry(), GetGoType());
2068 else
2069 LOG_DEBUG("outdoorpvp", "WORLD: {} non-dbc spell was handled by OutdoorPvP", spellId);
2070 return;
2071 }
2072
2073 if (Player* player = user->ToPlayer())
2074 sOutdoorPvPMgr->HandleCustomSpell(player, spellId, this);
2075
2076 if (spellCaster)
2077 {
2078 if ((spellCaster->CastSpell(user, spellInfo, triggered) == SPELL_CAST_OK) && GetGoType() == GAMEOBJECT_TYPE_SPELLCASTER)
2079 AddUse();
2080 }
2081 else
2082 CastSpell(user, spellId);
2083}
int32 irand(int32 min, int32 max)
Definition: Random.cpp:37
TriggerCastFlags
Definition: SpellDefines.h:129
@ TRIGGERED_IGNORE_POWER_AND_REAGENT_COST
Will ignore Spell and Category cooldowns.
Definition: SpellDefines.h:133
@ TRIGGERED_CAST_DIRECTLY
Will ignore combo point requirement.
Definition: SpellDefines.h:138
@ TRIGGERED_IGNORE_EFFECTS
Periodic aura tick wont be reset on override.
Definition: SpellDefines.h:150
@ SPELL_AURA_MOD_INVISIBILITY
Definition: SpellAuraDefines.h:81
@ SPELL_AURA_MOUNTED
Definition: SpellAuraDefines.h:141
@ SPELL_AURA_MOD_STEALTH
Definition: SpellAuraDefines.h:79
@ LOOT_FISHING_JUNK
Definition: LootMgr.h:92
@ LOOT_FISHING
Definition: LootMgr.h:83
@ LOOT_FISHINGHOLE
Definition: LootMgr.h:90
ScriptMapMap sEventScripts
Definition: ObjectMgr.cpp:58
@ TELE_TO_NOT_LEAVE_COMBAT
Definition: Player.h:823
@ TELE_TO_NOT_UNSUMMON_PET
Definition: Player.h:824
@ TELE_TO_NOT_LEAVE_TRANSPORT
Definition: Player.h:822
@ UNIT_STAND_STATE_SIT_LOW_CHAIR
Definition: UnitDefines.h:36
@ UNIT_STAND_STATE_SIT
Definition: UnitDefines.h:33
#define DEFAULT_VISIBILITY_DISTANCE
Definition: ObjectDefines.h:40
#define sOutdoorPvPMgr
Definition: OutdoorPvPMgr.h:103
@ GAMEOBJECT_TYPE_MEETINGSTONE
Definition: SharedDefines.h:1583
@ GAMEOBJECT_TYPE_SPELLCASTER
Definition: SharedDefines.h:1582
@ BATTLEGROUND_WS
Definition: SharedDefines.h:3482
@ BATTLEGROUND_EY
Definition: SharedDefines.h:3487
@ SPELL_CAST_OK
Definition: SharedDefines.h:1138
@ SKILL_FISHING
Definition: SharedDefines.h:2957
@ ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT
Definition: DBCEnums.h:183
@ SMSG_GAMEOBJECT_PAGETEXT
Definition: Opcodes.h:509
@ SMSG_ENABLE_BARBER_SHOP
Definition: Opcodes.h:1093
@ SMSG_FISH_NOT_HOOKED
Definition: Opcodes.h:486
Player * FindPlayer(ObjectGuid const guid)
Definition: ObjectAccessor.cpp:245
virtual void EventPlayerClickedOnFlag(Player *, GameObject *)
Definition: Battleground.h:524
BattlegroundTypeId GetBgTypeID(bool GetRandom=false) const
Definition: Battleground.h:329
void UseDoorOrButton(uint32 time_to_restore=0, bool alternative=false, Unit *user=nullptr)
Definition: GameObject.cpp:1429
static std::unordered_map< int, goEventFlag > gameObjectToEventFlag
Definition: GameObject.h:348
LootState getLootState() const
Definition: GameObject.h:225
ChairSlotAndUser ChairListSlots
Definition: GameObject.h:388
void TriggeringLinkedGameObject(uint32 trapEntry, Unit *target)
Definition: GameObject.cpp:1385
GameObject * LookupFishingHoleAround(float range)
Definition: GameObject.cpp:1408
void Use(Unit *user)
Definition: GameObject.cpp:1479
void AddUniqueUse(Player *player)
Definition: GameObject.cpp:927
void SetSpellId(uint32 id)
Definition: GameObject.h:177
uint32 castersGrouped
Definition: GameObjectData.h:237
uint32 height
Definition: GameObjectData.h:135
uint32 gossipID
Definition: GameObjectData.h:72
uint32 GetAutoCloseTime() const
Definition: GameObjectData.h:510
struct GameObjectTemplate::@227::@235 chair
uint32 linkedTrap
Definition: GameObjectData.h:59
uint32 slots
Definition: GameObjectData.h:134
uint32 partyOnly
Definition: GameObjectData.h:253
uint32 chairheight
Definition: GameObjectData.h:345
uint32 eventId
Definition: GameObjectData.h:89
uint32 pageId
Definition: GameObjectData.h:168
uint32 eventID
Definition: GameObjectData.h:209
struct GameObjectTemplate::@227::@241 camera
uint32 cinematicId
Definition: GameObjectData.h:208
struct GameObjectTemplate::@227::@245 spellcaster
uint32 customAnim
Definition: GameObjectData.h:73
struct GameObjectTemplate::@227::@254 barberChair
uint32 linkedTrapId
Definition: GameObjectData.h:90
float GetDistance2d(WorldObject const *obj) const
Definition: Object.cpp:1263
void UpdateAchievementCriteria(AchievementCriteriaTypes type, uint32 miscValue1=0, uint32 miscValue2=0, Unit *unit=nullptr)
Definition: PlayerUpdates.cpp:2127
bool IsInSameRaidWith(Player const *p) const
Definition: Player.h:1868
bool UpdateFishingSkill()
Definition: PlayerUpdates.cpp:843
uint16 GetSkillValue(uint32 skill) const
Definition: Player.cpp:5437
bool CanUseBattlegroundObject(GameObject *gameobject) const
Definition: Player.cpp:13221
void SendPreparedGossip(WorldObject *source)
Definition: PlayerGossip.cpp:209
void SendLoot(ObjectGuid guid, LootType loot_type)
Definition: Player.cpp:7773
Group * GetGroup()
Definition: Player.h:2450
void SendCinematicStart(uint32 CinematicSequenceId) const
Definition: Player.cpp:5697
bool TeleportTo(uint32 mapid, float x, float y, float z, float orientation, uint32 options=0, Unit *target=nullptr, bool newInstance=false)
Definition: Player.cpp:1330
void KillCreditGO(uint32 entry, ObjectGuid guid=ObjectGuid::Empty)
Definition: PlayerQuest.cpp:2050
void PrepareGossipMenu(WorldObject *source, uint32 menuId=0, bool showQuests=false)
Definition: PlayerGossip.cpp:32
Vehicle * GetVehicle() const
Definition: Unit.h:1687
void FinishSpell(CurrentSpellTypes spellType, bool ok=true)
Definition: Unit.cpp:4087
void RemoveAurasByType(AuraType auraType, ObjectGuid casterGUID=ObjectGuid::Empty, Aura *except=nullptr, bool negative=true, bool positive=true)
Definition: Unit.cpp:5110
void SetStandState(uint8 state)
Definition: Unit.cpp:16713
ObjectGuid GetTarget() const
Definition: Unit.h:1756
uint8 GetLevel() const
Definition: Unit.h:855
bool IsMember(ObjectGuid guid) const
Definition: Group.cpp:2336
Definition: GroupReference.h:27
GroupReference * next()
Definition: GroupReference.h:36
void ScriptsStart(std::map< uint32, std::multimap< uint32, ScriptInfo > > const &scripts, uint32 id, Object *source, Object *target)
Put scripts in the execution queue.
Definition: MapScripts.cpp:33

References ACHIEVEMENT_CRITERIA_TYPE_FISH_IN_GAMEOBJECT, AddUniqueUse(), AddUse(), AI(), GameObjectTemplate::animSpell, GameObjectTemplate::barberChair, BATTLEGROUND_EY, BATTLEGROUND_WS, GameObjectTemplate::camera, Player::CanUseBattlegroundObject(), GameObjectTemplate::castersGrouped, Unit::CastSpell(), CastSpell(), GameObjectTemplate::chair, GameObjectTemplate::chairheight, ChairListSlots, CheckRitualList(), GameObjectTemplate::cinematicId, CONTACT_DISTANCE, GameObjectTemplate::cooldown, CURRENT_CHANNELED_SPELL, GameObjectTemplate::customAnim, DEFAULT_VISIBILITY_DISTANCE, Delete(), GameObjectTemplate::entry, GameObjectTemplate::eventId, GameObjectTemplate::eventID, EventInform(), Battleground::EventPlayerClickedOnFlag(), ObjectAccessor::FindPlayer(), Unit::FinishSpell(), GAMEOBJECT_TYPE_BARBER_CHAIR, GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_CAMERA, GAMEOBJECT_TYPE_CHAIR, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_FISHINGHOLE, GAMEOBJECT_TYPE_FISHINGNODE, GAMEOBJECT_TYPE_FLAGDROP, GAMEOBJECT_TYPE_FLAGSTAND, GAMEOBJECT_TYPE_GOOBER, GAMEOBJECT_TYPE_MEETINGSTONE, GAMEOBJECT_TYPE_QUESTGIVER, GAMEOBJECT_TYPE_SPELLCASTER, GAMEOBJECT_TYPE_SUMMONING_RITUAL, GAMEOBJECT_TYPE_TRAP, gameObjectToEventFlag, GameObjectTemplate::GetAutoCloseTime(), Player::GetBattleground(), Battleground::GetBgTypeID(), Unit::GetCurrentSpell(), WorldObject::GetDistance2d(), Object::GetEntry(), GameTime::GetGameTimeMS(), GetGoAnimProgress(), GetGOInfo(), GetGoType(), Player::GetGroup(), Object::GetGUID(), Unit::GetLevel(), getLootState(), WorldObject::GetMap(), WorldLocation::GetMapId(), WorldObject::GetName(), Position::GetOrientation(), GetOwner(), GetOwnerGUID(), ObjectAccessor::GetPlayer(), Position::GetPositionX(), Position::GetPositionY(), Position::GetPositionZ(), Player::GetQuestStatus(), Player::GetSession(), Player::GetSkillValue(), GetSpellId(), Unit::GetTarget(), GetUniqueUseCount(), Unit::GetVehicle(), WorldObject::GetZoneAndAreaId(), GO_ACTIVATED, GO_FLAG_IN_USE, GO_FLAG_NOT_SELECTABLE, GO_JUST_DEACTIVATED, GO_NOT_READY, GO_READY, GO_STATE_ACTIVE, GameObjectTemplate::goober, GameObjectTemplate::gossipID, HasGameObjectFlag(), GameObjectTemplate::height, IN_MILLISECONDS, irand(), Player::IsInSameRaidWith(), Group::IsMember(), Object::IsPlayer(), Player::KillCreditGO(), GameObjectTemplate::linkedTrap, GameObjectTemplate::linkedTrapId, LOG_DEBUG, LOG_ERROR, LookupFishingHoleAround(), LOOT_FISHING, LOOT_FISHING_JUNK, LOOT_FISHINGHOLE, m_cooldownTime, m_ritualOwnerGUID, m_spawnId, MAX_GAMEOBJECT_TYPE, GroupReference::next(), GameObjectTemplate::pageId, GameObjectTemplate::partyOnly, Player::PrepareGossipMenu(), QUEST_STATUS_INCOMPLETE, GameObjectTemplate::questId, Unit::RemoveAurasByType(), RemoveFromOwner(), GameObjectTemplate::reqParticipants, Map::ScriptsStart(), Player::SendCinematicStart(), SendCustomAnim(), Player::SendLoot(), WorldSession::SendPacket(), Player::SendPreparedGossip(), SetGameObjectFlag(), SetGoState(), SetLootState(), SetOwnerGUID(), SetSpellId(), Unit::SetStandState(), sEventScripts, GameObjectTemplate::size, SKILL_FISHING, GameObjectTemplate::slots, SMSG_ENABLE_BARBER_SHOP, SMSG_FISH_NOT_HOOKED, SMSG_GAMEOBJECT_PAGETEXT, sObjectMgr, sOutdoorPvPMgr, SPELL_AURA_MOD_INVISIBILITY, SPELL_AURA_MOD_STEALTH, SPELL_AURA_MOUNTED, SPELL_CAST_OK, GameObjectTemplate::spellcaster, GameObjectTemplate::spellId, sScriptMgr, sSpellMgr, GameObjectTemplate::summoningRitual, TELE_TO_NOT_LEAVE_COMBAT, TELE_TO_NOT_LEAVE_TRANSPORT, TELE_TO_NOT_UNSUMMON_PET, Player::TeleportTo(), Object::ToPlayer(), ObjectGuid::ToString(), Position::ToString(), GameObjectTemplate::trap, TRIGGERED_CAST_DIRECTLY, TRIGGERED_IGNORE_EFFECTS, TRIGGERED_IGNORE_POWER_AND_REAGENT_COST, TriggeringLinkedGameObject(), GameObjectTemplate::type, UNIT_STAND_STATE_SIT, UNIT_STAND_STATE_SIT_LOW_CHAIR, Player::UpdateAchievementCriteria(), Player::UpdateFishingSkill(), Use(), and UseDoorOrButton().

Referenced by Spell::EffectActivateObject(), spell_q9452_cast_net::HandleActiveObject(), go_sand_trap::Reset(), Spell::SendLoot(), npc_valiance_keep_cannoneer::npc_valiance_keep_cannoneerAI::UpdateAI(), and Use().

◆ UseDoorOrButton()

◆ ValidateGameobjectType()

bool GameObject::ValidateGameobjectType ( ) const
2533{
2534 switch (m_goInfo->type)
2535 {
2541 return true;
2542 default:
2543 return false;
2544 }
2545}
@ GAMEOBJECT_TYPE_TRAPDOOR
Definition: SharedDefines.h:1595

References GAMEOBJECT_TYPE_BUTTON, GAMEOBJECT_TYPE_DESTRUCTIBLE_BUILDING, GAMEOBJECT_TYPE_DOOR, GAMEOBJECT_TYPE_TRAP, GAMEOBJECT_TYPE_TRAPDOOR, m_goInfo, and GameObjectTemplate::type.

Referenced by IsInstanceGameobject().

Member Data Documentation

◆ _lootStateUnitGUID

ObjectGuid GameObject::_lootStateUnitGUID
protected

Referenced by SetLootState(), and Update().

◆ ChairListSlots

ChairSlotAndUser GameObject::ChairListSlots
protected

Referenced by Use().

◆ gameObjectToEventFlag

std::unordered_map< int, goEventFlag > GameObject::gameObjectToEventFlag = { }
static

Referenced by Use().

◆ loot

◆ lootingGroupLowGUID

uint32 GameObject::lootingGroupLowGUID

Referenced by GameObject(), and Update().

◆ m_AI

GameObjectAI* GameObject::m_AI
private

Referenced by AI(), AIM_Initialize(), and ~GameObject().

◆ m_allowModifyDestructibleBuilding

bool GameObject::m_allowModifyDestructibleBuilding
protected

◆ m_cooldownTime

uint32 GameObject::m_cooldownTime
protected

◆ m_despawnDelay

uint32 GameObject::m_despawnDelay
protected

◆ m_despawnRespawnTime

Seconds GameObject::m_despawnRespawnTime
protected

◆ m_goData

◆ m_goInfo

◆ m_goValue

◆ m_groupLootTimer

uint32 GameObject::m_groupLootTimer

Referenced by GameObject(), and Update().

◆ m_linkedTrap

ObjectGuid GameObject::m_linkedTrap
protected

Referenced by GetLinkedTrap(), and SetLinkedTrap().

◆ m_localRotation

G3D::Quat GameObject::m_localRotation
protected

◆ m_lootGenerationTime

uint32 GameObject::m_lootGenerationTime
protected

◆ m_LootMode

uint16 GameObject::m_LootMode
protected

◆ m_lootRecipient

ObjectGuid GameObject::m_lootRecipient
protected

◆ m_lootRecipientGroup

ObjectGuid::LowType GameObject::m_lootRecipientGroup
protected

◆ m_lootState

LootState GameObject::m_lootState
protected

◆ m_model

◆ m_packedRotation

int64 GameObject::m_packedRotation
protected

◆ m_respawnDelayTime

uint32 GameObject::m_respawnDelayTime
protected

◆ m_respawnTime

◆ m_restockTime

Seconds GameObject::m_restockTime
protected

Referenced by GameObject(), SetLootState(), and Update().

◆ m_ritualOwnerGUID

ObjectGuid GameObject::m_ritualOwnerGUID
protected

Referenced by Update(), and Use().

◆ m_saveStateOnDb

bool GameObject::m_saveStateOnDb = false
private

◆ m_SkillupList

std::unordered_map<ObjectGuid, int32> GameObject::m_SkillupList
protected

◆ m_spawnedByDefault

◆ m_spawnId

ObjectGuid::LowType GameObject::m_spawnId
protected

◆ m_spellId

uint32 GameObject::m_spellId
protected

◆ m_stationaryPosition

◆ m_unique_users

GuidSet GameObject::m_unique_users
protected

◆ m_usetimes

uint32 GameObject::m_usetimes
protected